Dark Naga | CR 8 |
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Usually LE Large Aberration Init +2; Senses darkvision 60 ft.; Listen +11, Spot +11 Languages Common, Infernal |
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AC 14, touch 11, flat-footed 12; Dodge hp 58 (9 HD) Immune poison Resist charm Fort +5, Ref +7, Will +8 |
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Speed 40 ft., Melee Sting +7 (2d4+2 plus poison) and bite +2 (1d4+1) Space 10 ft.; Reach 5 ft. Base Atk +6; Grp +12 Typical Sorcerer Spells Known (CL 7): 0 (6/day)—daze, detect magic, light, mage hand, open/close, ray of frost, read magic 1 (7/day)—expeditious retreat, magic missile, ray of enfeeblement, shield, silent image 2 (7/day)—cat's grace, invisibility, scorching ray 3 (5/day)—displacement, lightning bolt |
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Abilities Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17 SQ detect thoughts, guarded thoughts Feats Alertness, Combat Casting, Dodge, Lightning Reflexes, Eschew Materials Skills Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11 Advancement 10-13 HD (Large); 14-27 HD (Huge) |
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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.
Poison (Ex) Injury, Fortitude DC 16 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.
Resistance to Charm Dark nagas have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block). |