Naga, Spirit

Large Aberration — CR 9

Monster Manual v.3.5 (MM), p. 1923.5
Hit Dice
9d8+36 (76 hp)
Initiative
+1
Speed
Land 40 ft
Armor Class
16, touch 10, flat-footed 15
Base Attack / Grapple
+6/+14
Attack
Bite +9 melee (2d6+6 plus poison)
Full Attack
Bite +9 melee (2d6+6 plus poison)
STR
18
DEX
13
CON
18
INT
12
WIS
17
CHA
17
Fort / Ref / Will
+7 / +6 / +9
Challenge Rating
9
Alignment
Usually Chaotic-Evil
Organization
Solitary or nest (2–4)
Treasure
Standard
Environment
Marshes
Level Adjustment
Caster Level
7

Special Abilities

Charming GazePoisonSpellsDarkvision

Feats

This loathsome serpent has a black body banded in swaths of bright crimson. Its head is vaguely human, with stringy hair. The odor of carrion hangs heavy in the air about it.

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.

Spirit nagas are named for their habit of inhabiting ruined and dismal places; they are thoroughly evil and seek to do harm whenever they can.

Spirit nagas speak Abyssal and Common.

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.

Spirit nagas meet foes boldly so as to use their gaze attacks to best effect. They quickly slither forward to bite foes that avert their eyes.

Charming Gaze (Su): As charm person, 30 feet, Will DC 19 negates. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Spells: Spirit nagas cast spells as 7th-level sorcerers, and can also cast spells from the cleric spell list and from the Chaos and Evil domains as arcane spells. The cleric spells and domain spells are considered arcane spells for a spirit naga, meaning that the creature does not need a divine focus to cast them.

Typical Spells Known (6/7/7/5; save DC 13 + spell level): 0—cure minor wounds, daze, detect magic, mage hand, open/close, ray of frost, read magic; 1st—charm person, cure light wounds, divine favor, magic missile, shield of faith; 2nd—cat’s grace, invisibility, summon swarm; 3rd—displacement, fireball.