Pathfinder RPG Reference Document
Pathfinder Reference Document

Naga, Dark

A sharp-featured humanoid head crowns the powerful, sinuous body of this snake-like monstrosity.

Dark Naga CR 8

XP 4,800

LE Large aberration

Init +5; Senses darkvision 60 ft., detect thoughts; Perception +19

Defense

AC 22, touch 15, flat-footed 16 (+5 Dex, +1 dodge, +7 natural, –1 size)

hp 85 (10d8+40)

Fort +7, Ref +10, Will +9 (+11 vs. charm effects)

Defensive Abilities guarded thoughts; Immune poison

Offense

Speed 40 ft.

Melee bite +8 (1d4+2), sting +8 (2d4+2 plus poison)

Space 10 ft.; Reach 5 ft.

Spells Known (CL 7th)

3rd (5/day)—displacement, lightning bolt (DC 16)

2nd (7/day)—cat's grace, invisibility, scorching ray

1st (7/day)—expeditious retreat, magic missile, ray of enfeeblement (DC 14), shield, silent image

0 (at will)—daze, detect magic, light, mage hand, open/close, ray of frost, read magic

Statistics

Str 14, Dex 21, Con 18, Int 16, Wis 15, Cha 17

Base Atk +7; CMB +10; CMD 26 (can't be tripped)

Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes, Stealthy

Skills Bluff +13, Diplomacy +9, Disguise +9, Escape Artist +13, Intimidate +12, Knowledge (arcana) +13, Perception +19, Sense Motive +10, Spellcraft +12, Stealth +18

Languages Common, Infernal

Ecology

Environment any underground

Organization solitary or nest (2–4)

Treasure standard

Special Abilities

Detect Thoughts (Su) A dark naga can continuously use detect thoughts as per the spell (caster level 9th; Will DC 18 negates). The save DC is Charisma-based.

Guarded Thoughts (Ex) Dark nagas are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.

Poison (Ex) Sting—injury; save Fort DC 19; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save.

Spells Dark nagas cast spells as 7th-level sorcerers.

Dark nagas covet luxury, wealth, and power over others. With bodies covered by shimmering, eel-like black scales, dark nagas slither deftly through forsaken lands and abandoned ruins, scouring such places for treasures and weaker creatures they might force into service. Their forked tongues spread only lies, and others whom they can't manipulate they destroy with their insidious poison and destructive magical abilities. A typical dark naga measures approximately 12 feet long and weighs upward of 300 pounds.

Arrogant and sybaritic, dark nagas seek to dominate lesser creatures, relishing the fear they inspire and power over other beings. While some manage to carve indulgent fiefdoms from tribes of goblins, orcs, lizardfolk, or other barbarous races, the luster of cosmopolitan fineries proves enticing as well, leading some to infiltrate city sewers and slums to gather an urban following. They particularly relish morbidly crafted jewelry and treasures, often adorning themselves with jeweled bands or taking their ease atop piles of treasure.

Dark nagas hate others of their kind, especially other dark nagas, seeing their brethren as deadly opponents to be dispatched swiftly and mercilessly—often rightly so.

Naga, Guardian

A contemplative humanoid face framed by a cobra-like hood adorns the body of this long, brightly colored serpent.

Guardian Naga CR 10

XP 9,600

LG Large aberration

Init +6; Senses darkvision 60 ft.; Perception +23

Defense

AC 24, touch 15, flat-footed 18 (+6 Dex, +9 natural, –1 size)

hp 114 (12d8+60)

Fort +9, Ref +12, Will +12

Offense

Speed 40 ft.

Melee bite +13 (2d6+7 plus poison)

Ranged spit +14 touch (poison)

Space 10 ft.; Reach 5 ft.

Spells Known (CL 9th)

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

3rd (7/day)—cure serious wounds, dispel magic, lightning bolt (DC 17)

2nd (7/day)—detect thoughts (DC 16), lesser restoration, see invisibility, scorching ray

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

0 (at will)—daze (DC 14), detect magic, light, mage hand, open/close, ray of frost, read magic, stabilize

Statistics

Str 21, Dex 23, Con 20, Int 16, Wis 19, Cha 18

Base Atk +9; CMB +15; CMD 31 (can't be tripped)

Feats Alertness, Blind-Fight, Combat Casting, Combat Expertise, Eschew MaterialsB, Improved Trip, Lightning Reflexes

Skills Bluff +16, Diplomacy +16, Knowledge (arcana) +18, Perception +23, Sense Motive +20, Spellcraft +18, Stealth +17

Languages Celestial, Common

Ecology

Environment temperate plains

Organization solitary, pair, or nest (3–6)

Treasure standard

Special Abilities

Poison (Ex) Bite—injury or spit—contact; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Spells A guardian naga casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a guardian naga.

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.

Although ferocious in shape, with radiant scales, cobra-like hoods, and powerful serpentine bodies, guardian nagas serve as dutiful protectors of places of fundamental power and sanctity. Their scales often bear elaborate patterns similar to those of exotic jungle snakes. A typical guardian naga stretches 14 feet long and weighs approximately 350 pounds.

While many guardian nagas adhere to the exotic practices of ancient or forgotten faiths, others are merely drawn to sites of innate wonder—towering waterfalls, natural spires, mountaintop temples—minding them out of their own senses of duty and reverence. Often these nagas join a living faith, serving as protectors of sanctuaries or ancient treasures. A pair of nagas might take up residence near a site they deem worthy of protection, hatching a brood and raising their offspring there. When the young grow to adulthood, they have the choice of departing to seek their own homes or staying to protect their elder's charge. Sometimes, a guardian naga protecting a ruin or temple is but the current protector in a line of sentinels stretching back centuries. Such sentinels often take the same name as their forebears to appear as a single, exceptionally long-lived figure.

Naga, Spirit

Yellowed, venom-dripping fangs fill the human-like mouth of this sinister serpentine monstrosity.

Spirit Naga CR 9

XP 6,400

CE Large aberration

Init +5; Senses darkvision 60 ft.; Perception +22

Defense

AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural, –1 size)

hp 95 (10d8+50)

Fort +8, Ref +10, Will +10

Offense

Speed 40 ft., swim 20 ft.

Melee bite +10 (2d6+6 plus poison)

Space 10 ft.; Reach 5 ft.

Special Attacks charming gaze

Spells Known (CL 7th)

3rd (5/day)—displacement, fireball (DC 16)

2nd (7/day)—cat's grace, invisibility, summon swarm

1st (7/day)—charm person (DC 14), cure light wounds, divine favor, magic missile, shield of faith

0 (at will)—bleed, daze (DC 13), detect magic, mage hand, open/close, ray of frost, read magic

Statistics

Str 18, Dex 20, Con 21, Int 12, Wis 17, Cha 17

Base Atk +7; CMB +12; CMD 27 (can't be tripped)

Feats Ability Focus (charming gaze), Combat Casting, Eschew MaterialsB, Lightning Reflexes, Skill Focus (Perception), Stealthy

Skills Bluff +13, Escape Artist +13, Intimidate +9, Knowledge (arcana) +14, Perception +22,Spellcraft +11, Stealth +15, Swim +12

Languages Abyssal, Common

Ecology

Environment temperate marshes

Organization solitary or nest (2–4)

Treasure standard

Special Abilities

Charming Gaze (Su) As charm person, 30 feet, Will DC 20 negates. The save DC is Charisma-based.

Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save.

Spells A spirit naga casts spells as a 7th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a spirit naga.

Morbid-minded and wretched to look upon, spirit nagas are the witches of the naga race, hateful outcasts long shunned for their dark powers and loathsome ways. A typical spirit naga is slender, with the scales of a venomous serpent and a tangle of greasy hair framing their pale faces. Most measure 14 feet long but weigh less than 300 pounds.

Spirit nagas delight in places of death and desolation. Battle-scarred ruins, untended graveyards, despoiled forests, and tangled swamps all attract these repulsive creatures. Where guardian nagas favor places of innate sanctity, spirit nagas seek out places of fundamental corruption, sites they believe to be imbued with dark magics. The crypts of long-dead tyrants, the death places of great heroes, and the ruins of nefarious keeps all attract these wretched serpents.

Most spirit nagas believe themselves to be the inheritors of some mysterious dark favor, seeing their innate magical talents as evidence of such. Most commune with vague powers of death and devastation, working profane rites and seeking grotesque auguries from cultic forces. To aid them, spirit nagas often use their enchanting gaze, changing victims into fawning fanatics and would-be sacrifices.

Spirit nagas occasionally band together in small groups—some seeming to mimic the covens of hags. While a particular plot or foe might bring these deadly serpents together for a short time, spirit nagas are loyal only to themselves, and such alliances always end in deadly betrayal.