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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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11<br />

Blood Naga<br />

Large Aberration (Extraplanar,<br />

Incorporeal)<br />

Hit Dice: 10d8+30 (75 hp)<br />

Initiative: +2<br />

Speed: 40 ft. (8 squares)<br />

Armor Class: 14 (-1 size, +2 Dex, +3<br />

deflection), touch 14, flat-footed 12, or 16<br />

(-1 size, +2 Dex, +5 natural), touch 11, flatfooted<br />

14<br />

Base Attack/Grapple: +7/— (+14)<br />

Attack: —, or bite +9 melee (2d6+4 plus<br />

poison)<br />

Full Attack: —, or bite +9 melee (2d6+4<br />

plus poison)<br />

Space/Reach: 10 ft./5 ft.<br />

Special Attacks: Blood-mist, poison, spells<br />

Special Qualities: Darkvision 60 ft,<br />

incorporeal traits, low-light vision,<br />

manifestation<br />

A reddish mist resembling a gout <strong>of</strong> blood<br />

suspended in water surrounds you.<br />

Combat<br />

Blood nagas hunt by isolating and attacking<br />

a single victim with <strong>the</strong>ir blood-mist and ravaging<br />

<strong>the</strong>ir victim with poison and spells once it reaches<br />

<strong>the</strong> E<strong>the</strong>real Plane. <strong>The</strong>se nagas tend to favor<br />

intelligent prey.<br />

A blood naga cannot use its bite attack<br />

against material opponents, and its poison can<br />

affect only e<strong>the</strong>real or incorporeal creatures.<br />

Blood-Mist (Su): After manifesting on <strong>the</strong><br />

material plane, a blood naga can attempt to draw<br />

material targets onto <strong>the</strong> E<strong>the</strong>real Plane with its<br />

blood-mist. To do so, it moves over <strong>the</strong>m, covering<br />

as many targets <strong>of</strong> Large size or smaller with<br />

its blood-mist as it can. <strong>The</strong>se targets can make<br />

attacks <strong>of</strong> opportunity against <strong>the</strong> blood naga, but<br />

it is incorporeal. <strong>The</strong> blood naga can <strong>the</strong>n make<br />

use <strong>of</strong> its blood-mist ability as a standard action.<br />

Creatures covered by its blood-mist must succeed<br />

on a DC 18 Fortitude saving throw or be drawn into<br />

<strong>the</strong> E<strong>the</strong>real Plane. Such a creature is enveloped<br />

within <strong>the</strong> blood-mist until it is brought to <strong>the</strong><br />

E<strong>the</strong>real Plane, where it appears 5 feet away from<br />

<strong>the</strong> blood naga. <strong>The</strong> save DC is Charisma-based.<br />

Creatures drawn onto <strong>the</strong> E<strong>the</strong>real Plane<br />

function as if under <strong>the</strong> effects <strong>of</strong> e<strong>the</strong>realness and<br />

possess all <strong>the</strong> items <strong>the</strong>y were carrying on <strong>the</strong><br />

174<br />

Saves: Fort +6, Ref +7, Will +10<br />

Abilities: Str 16, Dex 15, Con 17, Int 14,<br />

Wis 16, Cha 17<br />

Skills: Concentration +12, Diplomacy+7,<br />

Intimidate +8, Listen +15, Sense Motive +8,<br />

Spellcraft +12, Spot+15<br />

Feats: Alertness, Combat Casting, Eschew<br />

Materials B , Lightning Reflexes, Spell Focus<br />

(any one school)<br />

Environment: E<strong>the</strong>real Plane (warm marsh)<br />

Organization: Solitary or nest (2-4)<br />

Challenge Rating: 11<br />

Treasure: Standard<br />

Alignment: Usually lawful evil<br />

Advancement: 11-20 HD (Large); 21-30<br />

HD (Huge)<br />

Level Adjustment: —<br />

Material Plane. <strong>The</strong>y can attack and be attacked by<br />

<strong>the</strong> blood naga normally. Returning a victim to <strong>the</strong><br />

Material Plane requires a plane shift or similarly<br />

powerful magic.<br />

Poison (Ex): Injury, Fortitude DC 18, initial<br />

and secondary damage 1d8 Con. <strong>The</strong> save DC is<br />

Constitution-based.<br />

Spells: A blood naga casts spells as an 8thlevel<br />

sorcerer. <strong>The</strong> save DCs are Charisma-based.<br />

Typical sorcerer spells known (6/7/7/6/3;<br />

save DC 13 + spell level): 0—arcane mark,<br />

dancing lights, detect magic, detect poison, daze,<br />

disrupt undead, ray <strong>of</strong> frost, resistance; 1st—<br />

Magic missile, protection from good, shield, true<br />

strike; 2nd—Acid arrow, see invisibility, shatter,<br />

summon monster II; 3rd—hold person, lightning<br />

bolt; 4th— lesser globe <strong>of</strong> invulnerability.<br />

Because <strong>of</strong> <strong>the</strong> blood naga’s Spell Focus feat,<br />

<strong>the</strong> save DC <strong>of</strong> all spells from any one school is 14<br />

+ spell level.<br />

Manifestation (Su): A blood naga dwells<br />

on <strong>the</strong> E<strong>the</strong>real Plane. As an e<strong>the</strong>real creature,<br />

it cannot affect or be affected by anything in <strong>the</strong><br />

material world (except that it can be targeted by<br />

force effects and abjurations that originate on <strong>the</strong><br />

Material Plane). A blood naga can manifest itself<br />

as an incorporeal cloud that looks like roiling red<br />

vapor, which occupies <strong>the</strong> same space that <strong>the</strong><br />

blood naga does on <strong>the</strong> E<strong>the</strong>real Plane. When a

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