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Lunar Naga

Creature 6 (uncommon) — aberration

Pre-Remaster content. May include legacy alignment.

Lunar nagas are skilled diviners and astrologers whose dark scales and white hair sparkle with motes of light that mimic the night skies to which they are forever drawn. While they are less physically imposing than other nagas, they possess a graceful beauty that many find entrancing, even without the help of the naga's inherent magical abilities. Earning a lunar naga's trust is difficult, but not impossible, especially for someone who shares the creature's interest in the celestial sphere. As

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +16
Skills acrobatics +14, deception +15, diplomacy +15, nature +13, survival +14
Str
+2
Dex
+4
Con
+4
Int
+1
Wis
+4
Cha
+3
AC 24 Fort +15 Ref +16 Will +17
HP 100
Speed 25 feet

Offense

Melee Fangs +16, Damage 2d6+8 piercing

Abilities

Hypnosis (concentrate, incapacitation, mental, primal, visual) — Frequency once per day Effect The lunar naga twists the coils of their serpentine body, causing the starlike motes on their scales to shift and move as they glow brighter, creating a mesmerizing swirl of light and darkness. All creatures within a 30.foot emanation must succeed at a DC 21 Will save or become Fascinated until the end of the naga's next turn (on a critical failure, fascinated creatures drop whatever items they are carrying as well). The lunar naga can Sustain a Spell on Hypnosis. If the naga moves, affected creatures are compelled to remain within 30 feet of the naga and must spend each of its actions moving closer to the naga as expediently as possible on its next turn. If a creature is unable to end its turn within 30 feet of the naga, the effect ends for that creature.
Lunar Naga Venom (poison, sleep) — Saving Throw DC 24 Fortitude Maximum Duration 6 rounds Stage 1 Stupefied 1 (1 round) Stage 2 as stage 1 (1 round) Stage 3 Stupefied 2 (1 round) Stage 4 Unconscious (1 round). Once a creature falls unconscious from lunar naga venom, they remain asleep for 1d8 hours unless woken.

Spells

Lightning Bolt (rank 3)
Slow (rank 3)
Glitterdust (rank 2)
Humanoid Form (rank 2)
Invisibility (rank 2)
Web (rank 2)
Charm (rank 1)
Dancing Lights (rank 1)
Daze (rank 1)
Detect Magic (rank 1)
Fleet Step (rank 1)
Heal (rank 1)
Heal (rank 1)
Mage Hand (rank 1)
Read Aura (rank 1)
Spider Sting (rank 1)

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