Page 78 - Serpent Kingdoms
P. 78

MONSTERS


                     they can employ their spells and hypnotic swaying while staying   Skills: Bluff +18, Concentration +18, Diplomacy +9, Disguise
                     out of their foes’ reach.                           +18 (+20 acting), Intimidate +21, Listen +21, Sense Motive
                       Hypnotic Sway (Su): By swaying in place, an iridescent naga   +17, Spellcraft +16, Spot +21, Swim +18
                                                                                                               B
                     can produce an effect like that of the  hypnotism spell that affects   Feats: Alertness,  Combat Casting,  Combat Refl exes ,  Dodge,
                                                                                       B
                     every creature within 30 feet (Will DC 17 negates). The save DC   Eschew  Materials ,  Iron Will, Lightning Refl exes,  Tough-
                     is Charisma-based.                                  ness, Weapon Focus (bite).
                       Poison (Ex): Injury, Fortitude DC 17 or         Environment: Temperate forests
                     lapse into deep sleep for 2d4 minutes. The            Organization: Solitary, pair, or nest (3–4)
                     save DC is Constitution-based.                              Challenge Rating: 18
                       Spells: Iridescent nagas cast spells as 7th-                    Treasure: Standard
                     level sorcerers.                                                      Alignment: Usually neutral
                       Typical Sorcerer Spells Known (6/7/7/5;                             Advancement: 19–36 HD (Gargan-
                     save DC 13 + spell level): 0—daze, detect                            tuan); 37–54 HD (Colossal)
                     magic, light, mage hand, message, open/close,                        Level Adjustment: —
                     read  magic;  1st—color  spray,  comprehend
                     languages, expeditious retreat, magic missile,                       This hideous, multihued monstrosity
                     shield; 2nd—eagle’s splendor, mirror image,                          resembles a tangle of human-headed
                     scorching ray; 3rd—fl y, lightning bolt.                              snakes sharing a common tail.
                       Iron  Mind  (Su):  Iridescent  nagas  are
                     immune to all mind-infl uencing effects.                              A nagahydra is a serpentine monster
                                                                                          with fi ve heads, each of which can un-
                             IN THE REALMS                                                leash  a  devastating  barrage  of  spells.
                   Illustration by Jeremy Jarvis  Nagafl ow. In recent years, increasing num-  er beings for food.
                     Iridescent nagas haunt the depths  of the
                                                                                          This fearsome  predator haunts  the
                     Chondalwood,  near  the  headwaters  of  the
                                                                                          depths of ancient forests, hunting less-
                                                                                            A nagahydra’s body is covered with
                     bers of these creatures have migrated to
                                                                                          a reticulated array of scales in varying
                     the southern reaches of Cormanthyr to
                     challenge the hegemony of the Cult of
                                                                                            hues. Common colors include black,
                     the Dark Naga, and to the Jungles of
                                                                                             bright crimson,  deep purple, em-
                     Chult to oppose the spirit nagas of
                                                                                            erald green, green-gold and silver.
                     the Chultengar.                                                        A thicket of fi ery red and orange
                                                                                          spines  juts  from  its  body  along  each
                     Nagahydra                                                            of its backbones. A typical specimen
                                                                                          is about 20 feet long and weighs about
                     Huge Aberration                                                       2,000 pounds.
                     Hit Dice: 18d8+90 (174 hp)                                               Nagahydras speak Common
                     Initiative: +2                                                          and one of the following:  Abyssal,
                     Speed: 40 ft. (8 squares), swim 50 ft.                                  Celestial, or Infernal.
                     Armor Class: 20 (–2 size, +2 Dex,
                       +10  natural),  touch  10,  fl at-                                              COMBAT
                       footed 18                                                              Like  a  hydra,  a  nagahydra  can
                     Base Attack/Grapple: +13/+31                                            attack with all its heads at no pen-
                     Attack: Bite +22 melee (2d6+10 plus                                      alty, even if it moves or charges
                       poison)                                                                during the round.
                     Full  Attack: 7 bites +22 melee                                           A nagahydra can be killed ei-
                       (2d6+10 plus poison)                                                ther by severing all its heads or by
                     Space/Reach: 5 ft./10 ft.                    Iridescent naga   slaying its body. To sever a head, an opponent
                     Special Attacks: Poison, spells                                must make a successful sunder attempt with a
                     Special Qualities: Darkvision 60 ft., fast healing 15, scent  slashing weapon. (The player should declare where the attack
                     Saves: Fort +11, Ref +10, Will +17                is aimed before making the attack roll.) Making a sunder at-
                     Abilities: Str 30, Dex 14, Con 20, Int 16, Wis 19, Cha 21  tempt provokes an attack of opportunity unless the foe has the
                                                                       Improved Sunder feat. An opponent can strike at a nagahydra’s
                                                                       heads from any position in which he could strike at the nagahy-




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             620_96566_SerpentKing54-91.indd   77                                                               5/12/04, 3:30:18 PM
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