Monday, January 3, 2011

General Rules: Monsters - Naga, Iridescent

Iridescent Naga (from Serpent Kingdoms)
Large Aberration

Hit Dice: 9d8+27 (67 hit points)
Initiative: +2
Speed: 40 feet
Armor Class: 15 (-1 size, +2 Dexterity, +1 dodge, +3 natural); touch 12, flat-footed 12
BAB/Grapple: +6/+12
Attack: Sting +7 melee (2d4+2 plus poison, piercing, 20 x2)
Full Attack: Sting +7 melee (2d4+2 plus poison, piercing, 20 x2) and bite +2 melee (2d4+1 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/5 feet
Special Attacks: Hypnotic sway, poison, spells
Special Qualities: Darkvision, 60 feet, iron mind
Saves: Fortitude +6, Reflex +7, Will +9
Abilities: Str 15, Int 14, Wis 16, Dex 14, Con 16, Cha 17
Skills: Bluff +10, Concentration +14, Diplomacy +7, Disguise +5 (+7 if acting), Intimidate +5, Listen +12, Sense Motive +8, Spellcraft +11, Spot +12
Feats: Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Skill Augmentation (Listen and Spot)
Environment: Temperate forests
Organization: Solitary, pair, or nest (3 - 4)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 10 - 18 Hit Dice (Large); 19 - 27 Hit Dice (Huge)

Iridescent nagas spend their lives wandering the land in search of new discoveries of hidden beauty. They favor ancient, overgrown ruins that have been transformed into places of wild splendor as temporary lairs.

An iridescent naga appears multihued because its fine, mirrorlike scales split light into many colors. It has a vaguely human head, colorful feathers in lieu of hair, and a frill of silver feathers running from its neck down to its tail tip.

Iridescent nagas speak Celestial and two other commonly spoken languages such as Enslaic, Rhadynnic, or Sorglish.

Combat
Iridescent nagas avoid combat if possible, preferring to hypnotize their foes and suggest other courses of action. Should hostilities ensue, iridescent nagas prefer the high ground, where they can employ their spells and hypnotic swaying while staying out of their foes' reach.

Hypnotic Sway (Su): By swaying in place, an iridescent naga can produce an effect like that of a hypnotism spell that affects every creature within 30 feet. A DC 17 Will save negates this effect. The save DC is Charisma-based.

Poison (Ex): Bite or sting, injury, Fortitude DC 17, initial damage deep sleep for 2d4 minutes, secondary damage none. The save DC is Constitution-based.

Spells: An iridescent naga casts spells as a 7th level sorcerer.

Typical sorcerer spells known (6/7/7/5; save DC 13 + spell level) 0th level - daze, detect magic, light, mage hand, message, open/close, read magic; 1st level - color spray, comprehend languages, expeditious retreat, magic missile, shield; 2nd level - eagle's splendor, mirror image, scorching ray; 3rd level - fly, lightning bolt.

Iron Mind (Su): iridescent nagas are immune to all mind-influencing effects.

Home     Three Worlds     Monsters

No comments:

Post a Comment