Page 74 - Serpent Kingdoms
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MONSTERS


                       Spellcraft +12 (+14 deciphering scrolls), Spot +8, Swim +16,   Typical Cleric Spells Prepared  (5/4+1/4+1/3+1;  save  DC
                       Use Magic Device +12 (+14 scrolls)              13 + spell level): 0—detect magic, detect poison, light, purify
                                                   B
                     Feats: Combat Casting, Eschew Materials , Improved Initiative,   food  and  drink,  resistance; 1st—bane,  cure light wounds,
                       Spell Focus (enchantment)                       command*,  divine  favor,  protection  from  good;  2nd—aid,
                     Environment: Temperate aquatic                    darkness, fog cloud, owl’s wisdom, resist energy; 3rd—cure se-
                     Organization: Solitary, pair, or nest (3–4)       rious wounds, dispel magic, magic circle against good, protection
                     Challenge Rating: 8                               from energy.
                     Treasure: Standard                                   Typical Wizard Spells Prepared (4/4/4/3; save DC 13 + spell
                     Alignment: Usually lawful evil                    level): 0—acid splash, daze*, mage hand, open/close; 1st—charm
                     Advancement: 8–14  HD (Huge); 15–21               person*, mage armor, magic missile, shield; 2nd—fox’s cunning,
                       HD (Gargantuan)                                         mirror  image,  Tasha’s  hideous  laughter*,  touch  of
                     Level Adjustment: —                                            idiocy*; 3rd—haste, lightning bolt, suggestion*.
                                                                                      *Because of the Spell Focus (enchantment)
                       The slither of scales accompanies                              feat, the DC for saves against these spells is
                       a fl ash of purple as a large snake                               14 + spell level.
                       slides over the ruined stones. Its                                    Magic  Items:  Banelar  nagas  col-
                       hideous head bears a mockery of                                     lect magic items and use them freely.
                       a human face, its mouth ringed by                                   Their  tentacles  can  wear  or  ma-
                       tiny, wormlike growths.                                             nipulate amulets, rings, wands, rods,
                                                                                           potions, and similar small items.
                     Banelar nagas are evil, nagalike                                         Resist Petrification (Ex): A
                     creatures whose mastery of spells                                     petrifi cation.
                                                                                              banelar gains a +3 racial bonus
                                                                                              on saving throws made to resist
                     and  magic  items  makes  them
                   Illustration by Carl Frank  body  covered  in  dark,  purple-green      hazard. It can always choose to take
                     deadly opponents.
                                                                                             Skills:  A  banelar  has  a  +8  racial
                       A banelar naga has a snakelike
                                                                                            bonus  on  any  Swim  check  to  per-
                     scales  and  an  oversized  humanoid
                                                                                            form some special action or avoid a
                     head.  Its  eyes  are  green-white  and
                     glistening with malice, and tiny tentacles
                                                                                         10 on a Swim check, even if distracted or
                                                                                       endangered. It can use the run action while
                     grow in a ring about its mouth. Its brown tail
                     ends in a wicked-looking stinger.                         swimming, provided it swims in a straight line.
                                                                Banelar naga
                       Although its tentacles are too weak to wield weapons,
                     they can be used to wear, manipulate, or carry minor               IN THE REALMS
                     items such as rings, keys, wands, and bits of food. Banelar nagas   Though named for the many alliances they have made with
                     can breathe air or water with equal ease.         priests of Bane, these monsters worked with the church of
                       Banelar nagas speak Common, Draconic, and Orc with their   Cyric during the fourteen years when Bane was dead. Upon
                     horrid, hissing voices.                           the return of the Black Lord, some banelar nagas decided to
                                                                       continue their allegiance to the Dark Sun, while others re-
                                        COMBAT                         turned to their former alliance with the church of Bane. Two
                     A banelar attacks with its bite and the stinger at the end of its   prominent Cyricist temples in Faerûn, the Twin Towers of the
                     tail, both of which inject venom. In addition, the creature can   Eternal Eclipse in Amn and the House of Cyric in Skullport,
                     choose from  a  wide rage  of magical abilities to  complement   have banelar allies. Banelar nagas are also known to be work-
                     these attacks.                                    ing with the Cyricist western Zhentarim based in Darkhold,
                       Poison (Ex): Bite or sting, injury or contact, Fortitude DC   but  whether  they  do  so  with  loyalty  or  as  agents  of  Fzoul
                     18, initial damage 2d4 Con, secondary damage unconsciousness   Chembryl is unknown.
                     for 1d3 hours. As a side effect of the poison, the victim’s skin
                     turns blue around the wound until the secondary damage ends.   Bone Naga
                     The save DC is Constitution-based.
                       Spells: A banelar casts spells as a 6th-level cleric with access   A bone naga is a skeletal undead creature created from a naga
                     to  the  Evil,  Magic,  and  Water  domains  and  as  a  6th-level   by a spellcaster (usually of its own race). A create undead spell
                     wizard. It can cast a single spell every round as a free action   can produce a bone naga from any naga subject with fewer Hit
                     while attacking.                                  Dice than the creator.






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             620_96566_SerpentKing54-91.indd   73                                                               5/12/04, 3:29:47 PM
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