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