Naga, Dark
Large Aberration — CR 8
- 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
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.