🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Spirit NagaCreature 9


UncommonNELargeAberration
Source Pathfinder Bestiary 2
Perception +18 (darkvision)
Languages Aklo, Common
Skills Acrobatics +18, Athletics +16, Deception +17, Intimidation +19, Occultism +20, Stealth +20
Str +3, Dex +4, Con +3, Int +1, Wis +3, Cha +5

AC 28; Fort +15; Reflex +20; Will +18;
HP 160
Speed 25 feet (swim 15 feet)

Fangs One Action +19 (+15, +11) to hit (agile, finesse) 2d8+9 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.

Coven (divination, mental, occult)

A spirit naga adds Hallucination, Mind Probe, and Suggestion to their coven's spells.


This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.

Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level Baleful Polymorph spell and all the following spells, which the coven can cast at any level up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Prying Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC.

If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.

Spirit Naga Venom (poison)

Saving Throw DC 28 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 28, +20 to hit)

Cantrips (5th Level): Daze, Detect Magic, Mage Hand, Read Aura, Sigil
1st Level (4 slots): Charm, Command, Grim Tendrils, Unseen Servant
2nd Level (4 slots): Blur, 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 (3 slots): Black Tentacles, Sending, Subconscious Suggestion

Rituals

2nd Level: Inveigle

Coven Spells (DC 23, +15 to hit)

1st Level: Charm, Illusory Disguise
2nd Level: Augury
3rd Level: Clairaudience, Dream Message
4th Level: Clairvoyance, Suggestion, Talking Corpse
5th Level: Hallucination, Illusory Scene, Mind Probe, Prying Eye
6th Level: Baleful Polymorph

Coven Ritual

8th Level: Control Weather


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

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.