Guardian NagaCR 10

Usually LG Large Aberration

Init +2; Senses darkvision 60 ft.; Listen +13, Spot +13

Languages Common, Celestial

AC 18, touch 11, flat-footed 16; Dodge
(−1 size, +2 Dex, +7 natural)

hp 93 (11 HD)

Fort +7, Ref +7, Will +11

Speed 40 ft.,

Melee Bite +12 (2d6+7 plus poison)

Ranged Spit +9 touch (poison)

Space 10 ft.; Reach 5 ft.

Base Atk +8; Grp +17

Typical Sorcerer Spells Known (CL 9):

0 (6/day)—cure minor wounds, daze, detect magic, light, mage hand, open/close, ray of frost, read magic

1 (7/day)—cure light wounds, divine favor, expeditious retreat, mage armor, magic missile

2 (7/day)—detect thoughts, lesser restoration, see invisibility, scorching ray

3 (7/day)—cure serious wounds, dispel magic, lightning bolt

4 (5/day)—divine power, greater invisibility

Abilities Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18

Feats Alertness, Combat Casting, Dodge, Lightning Reflexes, Eschew Materials

Skills Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13

Advancement 12-16 HD (Large); 17-33 HD (Huge)

Poison (Ex) Injury or contact, Fortitude DC 19, initial and secondary damage 1d10 Con. The save DC is Constitution-based.

Spit (Ex) A guardian naga can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.

Spells Guardian nagas cast spells as 9th-level sorcerers, and can also cast spells from the cleric list and from the Good and Law domains. The cleric spells and domain spells are considered arcane spells for a guardian naga, meaning that the creature does not need a divine focus to cast them.