Naga, Dark

Large Aberration — CR 8

Monster Manual v.3.5 (MM), p. 1913.5
Hit Dice
9d8+18 (58 hp)
Initiative
+2
Speed
Land 40 ft
Armor Class
14, touch 11, flat-footed 12
Base Attack / Grapple
+6/+12
Attack
Sting +7 melee (2d4+2 plus poison)
Full Attack
Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1)
STR
14
DEX
15
CON
14
INT
16
WIS
15
CHA
17
Fort / Ref / Will
+5 / +7 / +8
Challenge Rating
8
Alignment
Usually Lawful-Evil
Organization
Solitary or nest (2–4)
Treasure
Standard
Environment
Hills
Level Adjustment
Caster Level
7

Special Abilities

Detect ThoughtsPoisonSpellsDarkvisionGuarded ThoughtsResistance to Charm

Feats

This snakelike creature has a deep purple body covered in fine scales, making it look rather like a great eel. Its tail ends in a barbed stinger. Its head resembles an eel’s but has a humanlike visage.

Description

Nagas are highly intelligent creatures with a variety of magical powers. They are natural masters of those around them, using subtle wards and clever traps to keep intruders from disturbing their peace.

All nagas have long, snakelike bodies covered with glistening scales, and more or less human faces. They range in length from 10 to 20 feet and weigh from 200 to 500 pounds. The eyes of a naga are bright and intelligent, burning with an almost hypnotic inner light.

Dark nagas are infamous plotters and schemers. They often form alliances with other evil creatures so as to more efficiently gather prey and wealth.

Dark nagas speak Common and Infernal.

Combat

Nagas favor spells over other forms of combat. Because they are almost always found in the lairs they guard and know well, they can arrange most encounters to suit their wishes.

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 Constitution-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.