Smaranava
Creature 7 (uncommon) — beast
SnareLANDAQUATICbeastpoison
Many view clouded nagas as jealous, malevolent creatures. Only those with the courage to see clearly can recognize these beings for what they truly are: tragic, wounded beings who have been trapped and corrupted by fate. The betrayal and beheading of the naga's mother goddess, Ravithra, cascaded trauma onto all of her creations. Smaranavas have never recovered from this divine wound, and these cursed serpents live wretched half-lives, attempting to fulfill Ravithra's forgotten purpose by temptin
Source: pathfinder-monster-core
Perception +15; darkvision
Languages common, empyrean
Skills acrobatics +17, arcana +16, athletics +13, deception +16, intimidation +16, stealth +19
Str
+2
Dex
+6
Con
+4
Int
+3
Wis
+2
Cha
+3
AC 27
Fort +15
Ref +17
Will +15
HP 115
Speed 30 feet, swim 30 feet
Offense
Melee Fangs (finesse, magical) +20, Damage 2d10+5 piercing plus Smaranava Venom
Melee Tail (agile, finesse, magical, reach-15) +20, Damage 2d8+5 bludgeoning plus Coils Of Knowledge
Abilities
Coils of Knowledge (force, magical) — The naga's grip is more spiritual than physical. A creature hit by a smaranava's tail must succeed at a DC 25 Will save or become Grabbed by the tail until they Escape, the naga releases them with an Interact action, or the naga dies.
A captive takes a –4 status penalty to Escape, but can choose to attempt an Occultism or Religion check to Escape instead of the usual options without taking this penalty
A captive takes a –4 status penalty to Escape, but can choose to attempt an Occultism or Religion check to Escape instead of the usual options without taking this penalty
Constrict — 2d8+5 bludgeoning, DC 25 Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Smaranava Venom (incapacitation, mental, poison) — When a holy creature succeeds at a saving throw against this poison, it is immediately cured
Saving Throw DC 25 Will
Maximum Duration 5 minutes
Stage 1 Slowed 1 (1 round)
Stage 2 Slowed 2 (1 round)
Stage 3 Unconscious with no Perception check to wake up (1 minute)
Saving Throw DC 25 Will
Maximum Duration 5 minutes
Stage 1 Slowed 1 (1 round)
Stage 2 Slowed 2 (1 round)
Stage 3 Unconscious with no Perception check to wake up (1 minute)
Occult Innate Spells DC 25, attack +17
3rd Lightning Bolt, Mind Reading
2nd Dispel Magic
Cantrips (3rd) Detect Magic, Read Aura, Telekinetic Hand
WORKS WELL WITH
SniperLAND / AQUATICA ranged attacker keeps damaging a target this creature's tail has already Grabbed, since a restrained target cannot easily close distance or retreat.
AnvilLAND / AQUATICA durable frontliner occupies the party's melee strikers while this creature uses reach to Grab and poison targets from a safer position.
WeaverLAND / AQUATICA second save-based threat compounds the pressure on a target already failing Fortitude against the escalating venom stages.
PUNISHES
✖ melee reliance✖ low Fortitude✖ low Will
Do not stack another reach-grab controller; a single target can only be productively Grabbed by one creature at a time without the fight feeling like pile-on.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Smaranava in the encounter builder — free, no install.
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