Naga, Royal
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)
- Speed
- 40 ft.
- Init
- +7
- Melee
- 5 bites +14 (2d6+6 plus bleed)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +10
- CMB
- +18 (+22 grapple)
- CMD
- 31 (can't be tripped)
- Fort
- +9
- Ref
- +9
- Will
- +15
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.
Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Eschew Materials, Improved Initiative, Lightning Reflexes, Stand Still
<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 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.</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 +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> 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.</p>
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
- 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
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.
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Uses feat: Alertness (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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Uses feat: Blind-Fight (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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Uses feat: Combat Casting (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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