Naga, Guardian
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.
- 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, Blind-Fight, Combat Casting, Combat Expertise, Eschew Materials, Improved Trip, Lightning Reflexes
<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>
<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>
<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>
<p class="stat-block-1"> You can choose to take a –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 –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>
<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>
<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>
<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
- 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
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Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Casting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Expertise (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Eschew Materials (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Trip (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Divine Power (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Serious Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Lightning Bolt (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Thoughts (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Restoration, Lesser (Spell)House/Core — covered by the site's Section 15.
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Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Scorching Ray (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Light Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Divine Favor (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Expeditious Retreat (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mage Armor (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Magic Missile (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Daze (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Light (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mage Hand (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Open/Close (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ray Of Frost (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Read Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stabilize (Spell)House/Core — covered by the site's Section 15.
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