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Dark Naga

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

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.

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.

Items Based On This

Spirit Naga, Guardian Naga

Attributes

AC
22, Touch 15, Flat-footed 16 (+5 Dex, +1 Dodge, +7 Natural, 1 Size)
Alignment
Le
Base Atk
+7
CMB
+10
CMD
26 (Can't Be Tripped)
CR
CR 8
Cha
17
Con
18
Creature Type
Aberration
Defensive Abilities
Guarded Thoughts
Dex
21
Environment
Any Underground
Feats
Alertness , Combat Casting , Dodge , Eschew Materials B , Lightning Reflexes , Stealthy
Fort
+7
HP
85 (10d8+40)
Immune
Poison
Init
Le Large Aberration +5
Int
16
Languages
Common, Infernal
Melee
Bite +8 (1d4+2), Sting +8 (2d4+2 Plus Poison )
Organization
Solitary Or Nest (2-4)
Reach
5 Ft.
Ref
+10
Senses
Darkvision 60 Ft., Detect Thoughts; Perception +19
Size
Large
Skills
Bluff +13, Diplomacy +9, Disguise +9, Escape Artist +13, Intimidate +12, Knowledge (Arcana) +13, Perception +19, Sense Motive +10, Spellcraft +12, Stealth +18
Space
10 Ft.
Speed
40 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
Str
14
Treasure
Standard
Will
+9 (+11 Vs. Charm Effects)
Wis
15
XP
4,800
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