Dark NagaCR 8

Usually LE Large Aberration

Init +2; Senses darkvision 60 ft.; Listen +11, Spot +11

Languages Common, Infernal

AC 14, touch 11, flat-footed 12; Dodge
(−1 size, +2 Dex, +3 natural)

hp 58 (9 HD)

Immune poison

Resist charm

Fort +5, Ref +7, Will +8

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

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)

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).