Library / Bestiary

Naga, Royal

CR 11.00 Aberration LN Huge HD 14
This snake-bodied creature has five necks, each with a regal, humanoid face in a cobralike hood.

Regal and proud, royal nagas haunt lost cities and forgotten kingdoms, guarding ancient treasures for their own inscrutable reasons. A royal naga's five faces are sharp and fierce, taking on a terrifying countenance when it becomes angered. Bespeaking their innate pride and vanity, royal nagas adorn their serpentine hoods and faces with elaborate and valuable piercings, crowns, or other precious accessories. Royal nagas are 18 feet long, and often weigh more than 750 pounds.

Royal nagas tend to be stern in nature and commanding in speech. Although naturally sociable, they are distrustful of strangers and seem to have great difficulty speaking to other creatures as equals.

HP
133 (14d8+70)
AC
26, touch 11, flat-footed 23 (+3 Dex, +15 natural, -2 size)
Init
+7
Speed
40 ft.
Fort
+9
Ref
+9
Will
+15
BAB
+10
CMB
+18 (+22 grapple)
CMD
31 (can't be tripped)
Melee
5 bites +14 (2d6+6 plus bleed)
Space
15 ft.
Reach
15 ft.
str
23
+6
dex
17
+3
con
21
+5
int
18
+4
wis
22
+6
cha
19
+4

bleed (1d6)

Dual Gaze — A royal naga has a piercing stare capable of crippling those that meet its gazes. The creature has two gaze attacks and can switch between them as a move action. One gaze causes those that succumb to it to become permanently blinded, while the other causes those that succumb to be permanently deafened. A DC 21 Fortitude save negates the effects of either gaze; otherwise, the effects are permanent until cured. Royal nagas generally prefer to keep their deafening gaze active, switching to the blindness gaze once combat begins and some of their foes have already been deafened, since those who are blinded can no longer be harmed by gaze attacks. The save DC is Charisma-based.

rend (3 bites, 2d6+9)

Change Shape — A royal naga can use this ability to take one of five specific humanoid forms. Each of these forms has a unique appearance (such as a female dwarf with red hair, an elderly male human, and so on) and the naga can only use this ability to assume these five forms. The naga can still use its dual gaze in humanoid form.

Universal Monster Rules

Bleed (1d6) Ex from Universal Monster Rule
A creature with this ability causes wounds that continue to bleed, dealing the listed damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.
Change Shape Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Rend (3 bites, 2d6+9) Ex from Universal Monster Rule
If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature's description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature's Strength bonus.

Special Abilities

Dual Gaze from text
A royal naga has a piercing stare capable of crippling those that meet its gazes. The creature has two gaze attacks and can switch between them as a move action. One gaze causes those that succumb to it to become permanently blinded, while the other causes those that succumb to be permanently deafened. A DC 21 Fortitude save negates the effects of either gaze; otherwise, the effects are permanent until cured. Royal nagas generally prefer to keep their deafening gaze active, switching to the blindness gaze once combat begins and some of their foes have already been deafened, since those who are blinded can no longer be harmed by gaze attacks. The save DC is Charisma-based.

Feats, Traits & Items

Alertness from Feat

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.

Calculated: +2 Perception, +2 Sense Motive
Blind-Fight from Feat

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.

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.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Combat Casting from Feat

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.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Eschew Materials from Feat

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.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Stand Still from Feat

When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.

Acrobatics +20 (+24 when jumping), Bluff +18, Diplomacy +18, Knowledge (arcana) +18, Knowledge (history) +11, Knowledge (nobility) +11, Perception +27, Sense Motive +24, Stealth +12

spell-like abilities:
Constant—See Invisibility
spells known:
4th (5/day)—Arcane Eye, 4th (5/day)—Charm Monster, 3rd (7/day)—Blink, 3rd (7/day)—Dispel Magic, 3rd (7/day)—Suggestion (DC 17), 2nd (7/day)—Enthrall (DC 16), 2nd (7/day)—Hold Person (DC 17), 2nd (7/day)—Invisibility (DC 16), 2nd (7/day)—Scorching Ray, 1st (7/day)—Charm Person (DC 15), 1st (7/day)—Mage Armor (DC 15), 1st (7/day)—Magic Missile, 1st (7/day)—Ray Of Enfeeblement (DC 15), 1st (7/day)—Shield, At will—Daze (DC 14), At will—Detect Magic, At will—Flare (DC 14), At will—Mage Hand, At will—Message, At will—Open/Close (DC 14), At will—Read Magic, At will—Touch Of Fatigue (DC 14)
Details
Type
Aberration
Alignment
LN
Size
Huge
Environment
any land
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft., see invisibility; Perception +27
Languages
Celestial, Common, Infernal
Source
Bestiary 3
Source

Bestiary 3

Attribution

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
31 House/Core
  • Uses feat: Alertness (Feat) — core content under OGL 1.0a
  • Uses feat: Blind-Fight (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Casting (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Eschew Materials (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Stand Still (Feat) — core content under OGL 1.0a
  • Knows spell: See Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Arcane Eye (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Blink (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Suggestion (Spell) — core content under OGL 1.0a
  • Knows spell: Enthrall (Spell) — core content under OGL 1.0a
  • Knows spell: Hold Person (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Scorching Ray (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Person (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Armor (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Missile (Spell) — core content under OGL 1.0a
  • Knows spell: Ray Of Enfeeblement (Spell) — core content under OGL 1.0a
  • Knows spell: Shield (Spell) — core content under OGL 1.0a
  • Knows spell: Daze (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Flare (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Hand (Spell) — core content under OGL 1.0a
  • Knows spell: Message (Spell) — core content under OGL 1.0a
  • Knows spell: Open/Close (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Touch Of Fatigue (Spell) — core content under OGL 1.0a
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