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Naga, Guardian

CR 10.00 Aberration LG Large
A contemplative humanoid face framed by a cobra-like hood adorns the body of this long, brightly colored serpent.

Although ferocious in shape, with radiant scales, cobra-like hoods, and powerful serpentine bodies, guardian nagas serve as dutiful protectors of places of fundamental power and sanctity. Their scales often bear elaborate patterns similar to those of exotic jungle snakes. A typical guardian naga stretches 14 feet long and weighs approximately 350 pounds.

While many guardian nagas adhere to the exotic practices of ancient or forgotten faiths, others are merely drawn to sites of innate wonder—towering waterfalls, natural spires, mountaintop temples—minding them out of their own senses of duty and reverence. Often these nagas join a living faith, serving as protectors of sanctuaries or ancient treasures. A pair of nagas might take up residence near a site they deem worthy of protection, hatching a brood and raising their offspring there. When the young grow to adulthood, they have the choice of departing to seek their own homes or staying to protect their elder's charge. Sometimes, a guardian naga protecting a ruin or temple is but the current protector in a line of sentinels stretching back centuries. Such sentinels often take the same name as their forebears to appear as a single, exceptionally long-lived figure.

STR
21
DEX
23
CON
20
INT
16
WIS
19
CHA
18
HP
114 (12d8+60)
AC
24, touch 15, flat-footed 18 (+6 Dex, +9 natural, -1 size)
Speed
40 ft.
Init
+6
Melee
bite +13 (2d6+7 plus poison)
Ranged
spit +14 touch (poison)
Space
10 ft.
Reach
5 ft.
BAB
+9
CMB
+15
CMD
31 (can't be tripped)
Fort
+9
Ref
+12
Will
+12
Alertness from Feat

<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Combat Casting from Feat

<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>

Combat Expertise from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by &ndash;1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>

Eschew Materials from Feat

<p class="stat-block-1"> You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.</p>

Improved Trip from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. </p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Bluff +16, Diplomacy +16, Knowledge (arcana) +18, Perception +23, Sense Motive +20, Spellcraft +18, Stealth +17

spells known:
4th (5/day)—Divine Power, 4th (5/day)—Invisibility, Greater, 3rd (7/day)—Cure Serious Wounds, 3rd (7/day)—Dispel Magic, 3rd (7/day)—Lightning Bolt, 2nd (7/day)—Detect Thoughts, 2nd (7/day)—Restoration, Lesser, 2nd (7/day)—See Invisibility, 2nd (7/day)—Scorching Ray, 1st (7/day)—Cure Light Wounds, 1st (7/day)—Divine Favor, 1st (7/day)—Expeditious Retreat, 1st (7/day)—Mage Armor, 1st (7/day)—Magic Missile, At will—Daze, At will—Detect Magic, At will—Light, At will—Mage Hand, At will—Open/Close, At will—Ray Of Frost, At will—Read Magic, At will—Stabilize
Details
Type
Aberration
Alignment
LG
Size
Large
Environment
temperate plains
Organization
solitary, pair, or nest (3-6)
Treasure
standard
Senses
darkvision 60 ft.; Perception +23
Languages
Celestial, Common
Source
Bestiary
Source

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
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