Naga, Lunar
Lunar nagas are patient watchers of the night sky. They enjoy cosmology and believe strongly in astrology, maintaining a handful of complex zodiacs. A few lunar nagas even bear knowledge of the unspeakable things from the dark spaces between the stars. A lunar naga stretches over 10 feet from its pale face to the tip of its tail, and weighs close to 200 pounds.
Nocturnal creatures, lunar nagas often live in ruined towers or atop mountains—any place open to the sky at night. There they peer through astrological devices, closely monitoring passing celestial markers, eager to decipher more of the universe. Those living underground make nightly trips to the open sky when they can. Cloudy nights make lunar nagas agitated, and a creature is more likely to run afoul of a lunar naga on these dark evenings.
Lunar nagas sometimes lead small cults of sky-watchers. These followers aid the nagas in recording tome upon tome of calculations of the stars and planets moving through the inky black of the night sky. In small doses tempered with water, fruit juices, and alcohol, lunar naga venom is mildly hallucinogenic. The nagas' cultist allies often take the substance as a ritualistic drug.
- HP
- 68 (8d8+32)
- AC
- 20, touch 14, flat-footed 15 (+4 Dex, +1 dodge, +6 natural, -1 size)
- Speed
- 40 ft.
- Init
- +4
- Melee
- bite +7 (2d6+3 plus poison)
- Space
- 10 ft.
- Reach
- 5 ft.
- BAB
- +6
- CMB
- +9
- CMD
- 24 (can't be tripped)
- Fort
- +6
- Ref
- +8
- Will
- +9
Hypnosis — Once per day, by weaving and coiling its body and hissing as a standard action, a lunar naga can cause its scales to shimmer and glow with moonlike radiance. All creatures within 30 feet who can see the naga must make a DC 17 Will save to avoid becoming fascinated. The lunar naga can maintain this fascination effect as long as it concentrates; fascinated creatures follow the still-glowing naga if it moves as long as it maintains the effect by concentrating. The save DC is Charisma-based.
sneak attack +3d6
<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 gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</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 get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
Bluff +7, Diplomacy +7, Knowledge (arcana) +5, Knowledge (nature) +9, Perception +14, Spellcraft +8, Stealth +14
- Type
- Aberration
- Alignment
- CN
- Size
- Large
- Environment
- any land
- Organization
- solitary or nest (2-4)
- Treasure
- standard
- Senses
- darkvision 60 ft., low-light vision; Perception +14
- Languages
- Aklo, Common
- Source
- Bestiary 3
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Uses feat: Combat Casting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (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: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: 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: Charm Person (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: Magic Missile (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ray Of Enfeeblement (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: Disrupt Undead (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: Prestidigitation (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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