D20:Dark Naga Creature
[top]DARK NAGA
Large (Aberration) CR 8 | ||
---|---|---|
HP 58, hd9d8+18 Initiative +2AC 14 (?1 size, +2 Dex, +3 natural), touch 11, flat-fooded 12 Fort +5, Ref +7, Will +8 Speed 40 ft. (8 squares) Spot , Listen | ||
Standard attacks BAB +6, Grapple +12 | ||
Attacks | ||
Full attack: Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1) | ||
Special Attacks/Qualities | ||
Poison, spells | ||
Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm | ||
Skills Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11 | ||
Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes | ||
Str 14 Con 14 Dex 15 Int 16 Wis 15 Cha 17 | ||
Alignment Usually lawful evil, Environment Temperate hills, Organisation Solitary or nest (2?4) |
Dark nagas speak Common and Infernal.
[top]COMBAT
Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach.
Poison (Ex): Injury, Fortitude DC 16 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Consitution-based.
Spells: Dark nagas cast spells as 7th-level sorcerers.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0?daze, detect magic, light, mage hand, open/close, ray of frost, read magic; 1st?expeditious retreat, magic missile, ray of enfeeblement, shield, silent image; 2nd?cat?s grace, invisibility, scorching ray; 3rd?displacement, lightning bolt.
Resistance to Charm: Dark nagas have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block).
Detect Thoughts (Su): A dark naga can continuously use detect thoughts as the spell (caster level 9th; Will DC 15 negates). This ability is always active. The save DC is Charisma-based.
Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.
SEE WIKIPEDIA ENTRY: Naga
System Reference Document -> List of Creatures (SRD)
Poison (Ex): Injury, Fortitude DC 16 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Consitution-based.
Spells: Dark nagas cast spells as 7th-level sorcerers.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0?daze, detect magic, light, mage hand, open/close, ray of frost, read magic; 1st?expeditious retreat, magic missile, ray of enfeeblement, shield, silent image; 2nd?cat?s grace, invisibility, scorching ray; 3rd?displacement, lightning bolt.
Resistance to Charm: Dark nagas have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block).
Detect Thoughts (Su): A dark naga can continuously use detect thoughts as the spell (caster level 9th; Will DC 15 negates). This ability is always active. The save DC is Charisma-based.
Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.
SEE WIKIPEDIA ENTRY: Naga
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Aberration Type | CR8 | Creature | D20 | Evil Alignment | Hills Terrain | LA- | Large Size | Lawful Alignment | Naga | SRD | Temperate Climate
Created by Last edited by , 10-23-2011 at 11:58 AM 0 Comments, 9,563 Views |
, 05-20-2007 at 12:24 AM
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