Page 77 - Serpent Kingdoms
P. 77
MONSTERS
COMBAT Chultengar. A ha-naga named Terpenzi was the fi rst king of
Though it has no wings, a Faerûnian ha-naga can fl y, winding Najara, Kingdom of Snakes, and still serves as its guardian
and coiling through the air in a manner similar to a water in undeath.
snake’s motion. It uses this ability to its advantage in combat,
swirling above and around foes while using its gaze attack or Iridescent Naga
casting spells. Like its smaller serpentine cousins, a Faerûnian
ha-naga prefers to use spells in combat, resorting to melee only Large Aberration
when absolutely necessary. When it does engage foes directly, it Hit Dice: 9d8+27 (67 hp)
uses its coiled body like a whip, stings with its tail, and constricts Initiative: +2
with its body. Speed: 40 ft. (8 squares)
Charming Gaze (Su): A Faerûnian ha-naga’s gaze functions Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, fl at-
like the mass charm spell against creatures within 90 feet (Will footed 12
DC 35 negates). The save DC is Charisma-based. Base Attack/Grapple: +6/+12
Constrict (Ex): A Faerûnian ha-naga deals 4d6+12 points Attack: Sting +7 melee (2d4+2 plus poison)
of damage with a successful grapple attack against a Huge or Full Attack: Sting +7 melee (2d4+2 plus poison) and bite +2
smaller opponent. melee (2d4+1 plus poison)
Improved Grab (Ex): To use this ability, a Faerûnian ha-naga Space/Reach: 10 ft./5 ft.
must hit with its coil whip attack. It can then attempt to start Special Attacks: Hypnotic sway, poison, spells
a grapple as a free action without provoking an attack of oppor- Special Qualities: Darkvision 60 ft., iron mind
tunity. If it wins the grapple check, it establishes a hold and can Saves: Fort +6, Ref +7, Will +9
constrict. Abilities: Str 15, Dex 14, Con 16, Int 14, Wis 16, Cha 17
Poison (Ex): Sting, Fortitude DC 33, initial and secondary Skills: Bluff +10, Concentration +14, Diplomacy +7, Disguise
damage 2d8 Con. The save is Constitution-based. +5 (+7 acting), Intimidate +5, Listen +12, Sense Motive +8,
Spells: A Faerûnian ha-naga can cast spells as a 21st-level Spellcraft +11, Spot +12
B
sorcerer, and can also cast spells from the cleric list and from Feats: Alertness, Combat Casting, Dodge, Eschew Materials ,
the Chaos and Evil domains. The cleric spells and domain spells Lighting Refl exes
are considered arcane spells for a Faerûnian ha-naga, meaning Environment: Temperate forests
that it does not need a divine focus to cast them. Organization: Solitary, pair, or nest (3–4)
Typical Spells Known (6/10/9/9/9/9/8/8/8/8; save DC 23 Challenge Rating: 8
+ spell level): 0—arcane mark, detect magic, ghost sound, light, Treasure: Standard
mage hand, message, open/close, prestidigitation, read magic; Alignment: Usually chaotic good
1st—alarm, comprehend languages, disguise self, mage armor, Advancement: 10–18 HD (Large); 19–27 HD (Huge)
magic missile; 2nd—eagle’s splendor, protection from arrows, Level Adjustment: —
spectral hand, Tasha’s hideous laughter, touch of idiocy; 3rd—
fi reball, lightning bolt, rage, suggestion; 4th—crushing despair, Sunlight refl ects from the bright scales of this snakelike
fi re shield, ice storm, stoneskin; 5th—baleful polymorph, dom- creature, splintering into a scintillating array of colors. Its
inate person, nightmare, wall of force; 6th—chain lightning, humanlike head is crowned with feathers in several brilliant
greater heroism, true seeing; 7th—greater arcane sight, insanity, hues.
Mordenkainen’s sword; 8th—mass charm monster, demand, po-
lar ray; 9th—meteor swarm, power word kill, prismatic sphere, Iridescent nagas spend their lives wandering the land in search
wail of the banshee, wish. of new discoveries and hidden beauty. They favor ancient, over-
Chameleon Scales (Ex): Because of its ever-changing scales, grown ruins that have been transformed into places of wild
a Faerûnian ha-naga blends in with its surroundings, gaining a splendor as temporary lairs.
+10 circumstance bonus on Hide checks. An iridescent naga appears multihued because its fi ne, mir-
Flight (Su): A Faerûnian ha-naga can fl y as though with rorlike scales split light into many colors. It has a vaguely
the fl y spell at 120 feet with perfect maneuverability. This abil- human head, colorful feathers in lieu of hair, and a frill of sil-
ity grants it a +6 circumstance bonus on Move Silently checks ver feathers running from its neck down to its tail tip.
when fl ying. Iridescent nagas speak Celestial and Common.
IN THE REALMS COMBAT
Faerûnian ha-nagas are native to the Mhair Jungles and are Iridescent nagas avoid combat if possible, preferring to hyp-
most commonly found in the forests of the Chultan Penin- notize their foes and suggest other courses of action. Should
sula. A trio of them reportedly leads the spirit nagas of the hostilities ensue, iridescent nagas prefer the high ground, where
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