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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             620_96566_SerpentKing54-91.indd   76                                                               5/12/04, 3:30:10 PM
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