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NgaraCreature 12


UniqueNELargeAberration
Source Pathfinder Kingmaker
Perception +22 (darkvision)
Languages Aklo, Common
Skills Acrobatics +23, Athletics +22, Deception +25, Intimidation +25, Occultism +22, Stealth +23
Str +4, Dex +5, Con +4, Int +2, Wis +4, Cha +7

AC 33; Fort +19; Reflex +24; Will +23;
HP 215
Speed 25 feet (swim 15 feet)

Fangs One Action +24 (+20, +16) to hit (agile, finesse) 3d10+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.

Spirit Naga Venom (poison)

Saving Throw DC 32 fortitude


Maximum Duration 6 rounds

Stage 1 2d6 poison damage and Stupefied 1 (1 round)

Stage 2 2d6 poison damage and Stupefied 2 (1 round)


Occult Spontaneous Spells (DC 32, +20 to hit)

Cantrips (6th Level): Daze, Detect Magic, Mage Hand, Read Aura, Sigil
1st Level (4 slots): Charm, Command, Grim Tendrils, Unseen Servant
2nd Level (4 slots): Blur, Dispel Magic, Humanoid Form, Mirror Image, Telekinetic Maneuver
3rd Level (4 slots): Dream Message, Mind Reading, Paralyze, Vampiric Touch
4th Level (4 slots): Clairvoyance, Confusion, Fly, Modify Memory
5th Level (4 slots): Black Tentacles, Subconscious Suggestion, Tongues
6th Level (4 slots): Dominate, Feeblemind, Phantasmal Calamity, Spirit Blast

Rituals

2nd Level: Inveigle


In naga culture, the foul-tempered, unkempt spirit naga holds a contemptible place similar to that of hags in humanoid cultures. These decrepit creatures live out lives of solitude, sought out only by those who are foolish or brave enough to think they can benefit from the spirit naga's powers without paying a heavy price-for most who dare to show such hubris, the price is their own lives.

Spirit nagas seek out desolate ruins and places long associated with death and corruption. These sinister, serpentine beings can be found in abandoned graveyards, crumbled fortresses, rotting swamps, and blighted woodlands. Though they may know little of the actual history of such places, the nagas are nonetheless attracted to the psychic remnants of evil deeds and tormented spirits that remain within the earth and stones there.

Despite their hideous appearance and treatment as pariahs by other nagas, spirit nagas feel a profound pride in their abilities and even in their hermetic existences. They see themselves as connected to a greater force whose mysteries are revealed only to those who can cast off the trappings and morals of "civilized" society. Even so, spirit nagas gleefully accept the worship of other creatures willing to bow to their capricious whims. They often form cults around themselves, using their charm spells and rituals to ensnare the minds of a few key individuals who spread the nagas' foul influence throughout a community.


Nagas are identifiable by their serpentine bodies and strange, humanlike heads. All nagas have magical abilities and great intelligence, which they combine to advance their own agendas.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.