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Dark Naga

Dark Naga
DARK NAGA – AI Generated Artwork – NightCafe Creator

“The Dark Naga” A sharp-featured humanoid head crowns the powerful, sinuous body of this snake-like monstrosity.

Dark nagas covet luxury, wealth, and power over others. With bodies covered by shimmering, eel-like black scales, dark nagas slither deftly through forsaken lands and abandoned ruins, scouring such places for treasures and weaker creatures they might force into service. Their forked tongues spread only lies, and others whom they can’t manipulate they destroy with their insidious poison and destructive magical abilities. A typical dark naga measures approximately 12 feet long and weighs upward of 300 pounds.

Arrogant and sybaritic, dark nagas seek to dominate lesser creatures, relishing the fear they inspire and power over other beings. While some manage to carve indulgent fiefdoms from tribes of goblins, orcs, lizardfolk, or other barbarous races, the luster of cosmopolitan fineries proves enticing as well, leading some to infiltrate city sewers and slums to gather an urban following. They particularly relish morbidly crafted jewelry and treasures, often adorning themselves with jeweled bands or taking their ease atop piles of treasure.

Dark nagas hate others of their kind, especially other dark nagas, seeing their brethren as deadly opponents to be dispatched swiftly and mercilessly—often rightly so.

Naga, Dark

Family: Nagas

Large aberration, lawful evil

Armor Class 17 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 40 ft.

STRDEXCONINTWISCHA
14 (+2)18 (+4)17 (+3)16 (+3)15 (+2)17 (+3)

Saving Throws Dexterity +8, Constitution +7, Intelligence +7, Wisdom +6, Charisma +7
Skills Arcana +7, Deception +7, Insight +6, Perception +6, Stealth +8
Damage Immunities poison, psychic
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, Infernal
Challenge 9 (5,000 XP)

Special Traits

  • Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
  • Guarded Thoughts. The naga’s thoughts may not be read.
  • Innate Spellcasting. The naga can innately cast detect thoughts (spell save DC 15) at will, and it needs only verbal components to cast this spell. Its innate spellcasting ability is Charisma.
  • Spellcasting. The naga is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following sorcerer spells prepared:
    • Cantrips (at will): acid splash, fire bolt, mage hand, minor illusion, ray of frost
    • 1st level (4 slots): charm person, expeditious retreat, magic missile
    • 2nd level (3 slots): misty step, scorching ray
    • 3rd level (3 slots): fireball, major image
    • 4th level (1 slot): confusion

Actions

  • Multiattack. The naga makes one Bite attack and one Sting attack. It can’t make both attacks against the same target.
  • BiteMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 40 (9d8) poison damage on a failed save, or half as much damage on a successful one.
  • StingMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

Dark Naga CR 9 (XP 4,800)

LE Large aberration
Init +5; Senses darkvision 60 ft., detect thoughts; Perception +19

DEFENSE

AC 22, touch 15, flat-footed 16 (+5 Dex, +1 dodge, +7 natural, –1 size)
hp 85 (10d8+40)
Fort +7, Ref +10, Will +9 (+11 vs. charm effects)
Defensive Abilities guarded thoughts; Immune poison

OFFENSE

Speed 40 ft.
Melee bite +8 (1d4+2), sting +8 (2d4+2 plus poison)
Space 10 ft.; Reach 5 ft.
Spells Known (CL 7th)

3rd (5/day)—displacement, lightning bolt (DC 16)
2nd (7/day)—cat’s grace, invisibility, scorching ray
1st (7/day)—expeditious retreat, magic missile, ray of enfeeblement (DC 14), shield, silent image
0 (at will)—daze, detect magic, light, mage hand, open/close, ray of frost, read magic

STATISTICS

Str 14, Dex 21, Con 18, Int 16, Wis 15, Cha 17
Base Atk +7; CMB +10; CMD 26 (can’t be tripped)
Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes, Stealthy
Skills Bluff +13, Diplomacy +9, Disguise +9, Escape Artist +13, Intimidate +12, Knowledge (arcana) +13, Perception +19, Sense Motive +10, Spellcraft +12, Stealth +18
Languages Common, Infernal

SPECIAL ABILITIES

Detect Thoughts (Su)

A dark naga can continuously use detect thoughts as per the spell (caster level 9th; Will DC 18 negates). The save DC is Charisma-based.

Guarded Thoughts (Ex)

Dark nagas are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.

Poison (Ex)

Sting—injury; save Fort DC 19; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save.

Spells

Dark nagas cast spells as 7th-level sorcerers.

ECOLOGY

Environment any underground
Organization solitary or nest (2–4)
Treasure standard

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