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Guardian Naga

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

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.

Special Abilities

Poison (Ex) Bite—injury or spitcontact; 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.

Attributes

AC
24, Touch 15, Flat-footed 18 (+6 Dex, +9 Natural, 1 Size)
Alignment
Lg
Base Atk
+9
CMB
+15
CMD
31 (Can't Be Tripped)
CR
CR 10
Cha
18
Con
20
Creature Type
Aberration
Dex
23
Environment
Temperate Plains
Feats
Alertness , Blind-fight , Combat Casting , Combat Expertise , Eschew Materials B , Improved Trip , Lightning Reflexes
Fort
+9
HP
114 (12d8+60)
Init
Lg Large Aberration +6
Int
16
Languages
Celestial, Common
Melee
Bite +13 (2d6+7 Plus Poison )
Organization
Solitary, Pair, Or Nest (36)
Ranged
Spit +14 Touch ( Poison )
Reach
5 Ft.
Ref
+12
Senses
Darkvision 60 Ft.; Perception +23
Size
Large
Skills
Bluff +16, Diplomacy +16, Knowledge (Arcana) +18, Perception +23, Sense Motive +20, Spellcraft +18, Stealth +17
Space
10 Ft.
Speed
40 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
Str
21
Treasure
Standard
Will
+12
Wis
19
XP
9,600
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