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Lunar Naga

Creature 6 (uncommon) — aberration

Pre-Remaster content. May include legacy alignment.

WeaverSnareLANDaberration

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; darkvision
Languages aklo, common, empyrean
Skills acrobatics +14, Astronomy Lore +11, 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 (agile, finesse) +16, Damage 2d6+8 piercing plus Lunar Naga Venom

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.
Primal Spontaneous Spells DC 24, attack +16
3rd Lightning Bolt, Slow
2nd Glitterdust, Humanoid Form, Invisibility, Web
1st Charm, Fleet Step, Heal, Heal, Spider Sting
Cantrips (3rd) Dancing Lights, Daze, Detect Magic, Mage Hand, Read Aura

WORKS WELL WITH

AnvilLANDA frontline defender keeps melee attackers occupied while this caster stacks Stupefied and unconsciousness through repeated venom hits.
FlankerLANDA precision striker punishes targets this caster's Hypnosis has left dazed and unable to react.
CrasherLANDA mobile bruiser forces melee engagement so more targets risk the venom-laced Fangs Strike.

PUNISHES

✖ low Will✖ melee reliance✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 2.

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