Ha-Naga (from
Serpent Kingdoms)
Colossal Aberration
Hit Dice: 24d8+264 (372 hit points)
Initiative: +18
Speed: 60 feet, fly 120 feet (perfect)
Armor Class: 41 (-8 size, +14 Dexterity, +1 dodge, +24 natural); touch 17, flat-footed 26
BAB/Grapple: +18/+42
Attack: Coil whip +24 melee (4d6+8, bludgeoning, 20 x2)
Full Attack: Coil whip +24 melee (4d6+8, bludgeoning, 20 x2) and sting +22 melee (2d8+4 plus poison, piercing, 20 x2) and bite +22 melee (4d6+4, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 30 feet by 30 feet/20 feet
Special Attacks: Charming gaze, constrict 4d6+12, improved grab, poison, spells
Special Qualities: Darkvision, 60 feet, chameleon scales, damage reduction 15/+5, flight, spell resistance 33
Saves: Fortitude +19, Reflex +24, Will +24
Abilities: Str 27, Int 35, Wis 31, Dex 38, Con 32, Cha 36
Skills: Bluff +40, Concentration +38, Diplomacy +48, Disguise +40 (+42 if acting), Escape Artist +41, Hide +35, Intimidate +44, Knowledge: History +39, Listen +37, Move Silently +41 (+47 when flying), Search +39, Sense Motive +37, Spellcraft +39, Spot +37, Survival +10 (+12 when following tracks), Use Rope +14 (+16 for bindings)
Feats: Combat Casting, Dodge, Eschew Materials, Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Multiattack, Spell Knowledge, Weapon Finesse
Environment: Warm forests
Organization: Solitary, pair, or nest (3 - 4)
Challenge Rating: 22
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 25 - 48 Hit Dice (Colossal)
The ha-naga is a massive and powerful naga lord, often worshiped by other nagas as a god. If refers to make its lair in the ruins of an ancient civilization - preferably one that it has personally brought low. It usually establishes its nest in a former center of society, such as a temple, a throne room, or a coliseum. In this place, the ha-naga gathers together the treasures of the lost society, piling up art, fine jewelry, and the recorded history of the civilization as tributes to its own devastating prowess. In the Three Worlds, there are only a handful of known ha-nagas, the most well-known of which is Louviar's chief lieutenant whi maintains his lair in an ancient temple in the hart of the Polþian Swamp.
A ha-naga is a gigantic snake with the head of a classically beautiful human and a body that measures 100 feet or more in length. It has no set color, rather its scales adopt the hues and shades of its surroundings, much like a chameleon's do.
Ha-nagas speak at least thirteen languages, but one of them is always Infernal. They commonly include Jeblic, Kansattish, Karstish, and Sûlic in the languages they speak.
Combat
Though it has no wings, a ha-naga can sly, winding and coiling through the air in a manner similar to a water snake's motion. It uses this ability to its advantage in combat, swirling above and around foes while using its gaze attack or casting spells. Like its smaller serpentine cousins, a ha-naga prefers to use its spells in combat, resorting to melee only when absolutely necessary. when it does engage foes directly, it uses its coiled body like a whip, stings with its tail, and constricts with its body.
Charming Gaze (Su): A ha-naga's gaze functions like the mass charm spell against creatures within 90 feet. Will save DC 35 negates. The save DC is Charisma-based.
Constrict (Ex): A ha-naga deals 4d6+12 points of damage with a grapple check against a Huge or smaller opponent.
Improved Grab (Ex): To use this ability, a ha-naga must hit with its coil whip attack. it can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes hold and can constrict.
Poison (Ex): Sting, injury, Fortitude DC 33, initial and secondary damage 2d8 Constitution. The save DC is Constitution-based.
Spells: A ha-naga casts spells as a 21
st level sorcerer, and can casts pell sfrom the cleric list and from the
Pestilence,
Plague, and
Temptation domains. The cleric spells and domain spells are considered arcane spells for the ha-naga, meaning that it does not need a divine focus to cast them.
Typical spells known (6/10/9/9/9/9/8/8/8/8; save DC 23 + spell level) 0
th level -
arcane mark,
detect magic,
ghost sound,
light,
mage hand,
message,
open/close,
prestidigitation,
reach magic; 1
st level -
alarm,
comprehend languages,
disguise self,
mage armor,
magic missile; 2
nd level -
eagle's splendor,
protection from arrows,
spectral hand,
Tasha's hideous laughter,
touch of idiocy; 3
rd level -
fireball,
lightning bolt,
rage,
suggestion; 4
th level -
crushing despair,
fire shield,
ice storm,
stoneskin; 5
th level -
baleful polymorph,
dominate person,
nightmare,
wall of force; 6
th level -
chain lightning,
greater heroism,
true seeing; 7
th level -
greater arcane sight,
insanity,
Mordenkainen's sword; 8
th level -
mass charm monster,
demand,
polar ray; 9
th level -
meteor swarm,
power word kill,
prismatic sphere,
wail of the banshee, and
wish.
Chameleon Scales (Ex): Because of its ever-changing scales, a ha-naga blends in with its surroundings, gaining a +10 circumstance bonus on Hide checks.
Flight (Su): A ha-naga can fly as though with the
fly spell at 120 feet with perfect maneuverability. This ability grants it a +6 circumstance bonus on Move Silently checks when flying.
Home Three Worlds Monsters
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