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Guardian NagaCreature 10


UncommonLGLargeAberration
Source Pathfinder Bestiary
Perception +22 (darkvision)
Languages Celestial, Common
Skills Acrobatics +22, Deception +18, Diplomacy +21, Lore +21, Stealth +20
Str +5, Dex +6, Con +5, Int +3, Wis +5, Cha +4

AC 31; Fort +20; Reflex +21; Will +22;
HP 175
Speed 25 feet

Fangs One Action +22 (+18, +14) to hit (agile, finesse) 2d8+8 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Guardian Naga Venom (poison)

Saving Throw DC 29 fortitude


Maximum Duration 6 rounds

Stage 1 3d6 poison (1 round)

Stage 2 3d6 poison and Drained 1 (1 round)


Divine Spontaneous Spells (DC 29, +21 to hit)

Cantrips (5th Level): Daze, Detect Magic, Light, Mage Hand, Ray of Frost, Read Aura, Stabilize
1st Level (4 slots): Bless, Heal, Protection, Spirit Link
2nd Level (4 slots): Calm Emotions, Dispel Magic, Restoration (2x), See Invisibility, Sound Burst
3rd Level (4 slots): Neutralize Poison, Remove Disease, Searing Light
4th Level (4 slots): Air Walk, Freedom of Movement, Remove Curse
5th Level (4 slots): Breath of Life, Death Ward, Flame Strike


The opposite of dark nagas in many ways, guardian nagas are benevolent and wise protectors of places of great natural or supernatural significance: ancient oak groves, forgotten holy temples, and vaults of sacred power are just a few examples of locations that these nagas protect. Guardian nagas believe that the beautiful elements of the cosmos are worthy of protection and that devotion to such a grand effort is its own reward. A guardian naga may join a group with similar values, such as a sect of priests or monks, to aid it in its holy endeavors and to exchange knowledge of the heavens.

Guardian nagas usually encourage their young, upon reaching adulthood, to depart the nest and seek out their own natural wonders or ancient ruins to protect. Sometimes generations of guardian nagas might guard the same place, passing the honor of such care from parent to child. In such cases, the parent nagas aim to have at least one of their children elect to stay behind and become the guardian of their ancestral ward, giving the parents the peace of mind that the site they protect will continue to be guarded by their descendants.

It is difficult for many societies that vilify serpents or see them as symbols of evil to accept the fact that guardian nagas are benevolent and kindly. Fortunately for these people, guardian nagas are also patient and understanding, and see encounters with such societies as opportunities to educate and expand worldviews.


Nagas are serpentine beings with magical powers and keen, nearly inscrutable intellects. Physically, they resemble massive snakes with eerie visages that resemble those of humans. Nagas use their innate magic and poisonous fangs to keep all but the most stalwart foes at bay. Beyond the natural weapons they use to ward away foes, little is understood of the naga's unsettling physiology.

Nagas are intelligent creatures with powerful needs to pursue, be they the accumulation of knowledge, the collection of rare art, or the rule of an entire nation. On Golarion, the nation of Nagajor is one such society-an entire empire ruled by nagas and populated by reptilian humanoids who serve their naga rulers with a patriotic pride that borders on worship.

Still, most adventurers interact with nagas on a much smaller scale, encountering them as dangerous guardians in remote locations or not-so-abandoned ruins. In many cases, these nagas have heard of distant Nagajor, but they are usually unwilling to abandon their own pursuits to seek out a land where they might be worshipped as gods.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.