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

