Monday, January 3, 2011

General Rules: Monsters - Naga, Banelar

Banelar Naga (from Serpent Kingdoms)
Huge Aberration

Hit Dice: 7d8+35 (66 hit points)
Initiative: +5
Speed: 30 feet, swim 30 feet
Armor Class: 14 (-2 size, +1 Dexterity, +5 natural); touch 9, flat-footed 13
BAB/Grapple: +5/+21
Attack: Sting +11 melee (2d6+8 plus poison, piercing, 20 x2)
Full Attack: Sting +11 melee (2d6+8 plus poison, piercing, 20 x2) and bite +6 melee (1d8+4 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 20 feet by 20 feet/10 feet
Special Attacks: Poison, spells
Special Qualities: Darkvision, 60 feet, fast healing 2, immunity to acid and poison, magic items, resist petrification
Saves: Fortitude +7, Reflex +3, Will +8
Abilities: Str 26, Int 17, Wis 16, Dex 13, Con 21, Cha 16
Skills: Bluff +8, Concentration +10, Diplomacy +9, Disguise +3 (+5 if acting), Intimidate +10, Listen +8, Sense Motive +8, Spellcraft +12 (+14 when deciphering scrolls), Spot +8, Swim +16, Use Magic Device +12 (+14 when using scrolls)
Feats: Combat Casting, Eschew Materials, Improved Initiative, Spell Focus (Enchantment)
Environment: Temperate marshes
Organization: Solitary, pair, or nest (3 - 4)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 8 - 14 Hit Dice (Huge); 15 - 21 Hit Dice (Gargantuan)

Banelar nagas are evil, nagalike creatures whose mastery of spells and magic items makes them deadly opponents.

A banelar naga has a snakelike body covered in dark, purple-green scales and an oversized humanoid head. Its eyes are green-white and glistening with malice, and tiny tentacles grow in a ring about its mouth. its brown tail ends in a wicked looking stinger.

Although its tentacles are too weak to wield weapons, they can be used to wear, manipulate, or carry minor items such as rings, keys, wands, and bits of food. Banelar nagas can breathe air or water with equal ease.

Banelar nagas speak Sûlic, Euroz, and one other commonly used language such as Enslaic, Kansattish, Rhadynnic, or Sorglish.

Combat
A banelar attacks with its bite and the stinger at the end of its tail, both of which inject venom. In addition, the creature can choose from a wide range of magical abilities to complement these attacks.

Poison (Ex): Bite or sting, injury or contact, Fortitude DC 18, initial damage 2d4 Constitution, secondary damage unconsciousness for 1d3 hours. As a side effect of the poison, the victim's skin turns blue around the wound until the secondary damage ends. The save DC is Constitution-based.

Spells: A banelar naga casts spells as a 6th level cleric with access to the Pestilence, Plague, and Temptation domains and as a 6th level wizard. It can cast a single spell every round as a free action while attacking.

Typical cleric spells prepared (5/4+1/4+1/3+1; save DC 13 + spell level, DC 14 + spell level for enchantment spells): 0th level - detect magic, detect poison, light, purify food and drink, resistance; 1st level - bane, cure light wounds, command, divine favor, summon swarm (domain spell); 2nd level - aid, darkness, enthrall (domain spell), owl's wisdom, resist energy; 3rd level - cure serious wounds, magic circle against good, protection from energy, suggestion (domain spell).

Typical wizard spells prepared (4/4/4/3; save DC 13 + spell level, DC 14 + spell level for enchantment spells) 0th level - acid splash, daze, mage hand, open/close; 1st level - charm person, mage armor, magic missile, shield; 2nd level - fox's cunning, mirror image, Tasha's hideous laughter, touch of idiocy; 3rd level - dispel magic, haste, lightning bolt.

Magic Items: Banelar nagas collect magic items and use them freely. Their tentacles can wear or manipulate amulets, rings, wands, rods, potions, and similar small items.

Resist Petrification (Ex): A banelar gains a +3 racial bonus on saving throws made to resist petrification.

Skills: A banelar has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always take 10 on a Swim check, even if distracted or threaten. it can use the run action while swimming, provided it swims in a straight line.

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