Spirit Naga
Creature 9 (uncommon) — aberration
Pre-Remaster content. May include legacy alignment.
WeaverSnareLANDAQUATICaberration
In naga culture, the foul-tempered, unkempt spirit naga holds a contemptible place similar to that of hags in humanoid cultures. These decrepit creatures live out lives of solitude, sought out only by those who are foolish or brave enough to think they can benefit from the spirit naga's powers without paying a heavy price-for most who dare to show such hubris, the price is their own lives. Spirit nagas seek out desolate ruins and places long associated with death and corruption. These sinister,
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +18; darkvision
Languages aklo, common
Skills acrobatics +18, athletics +16, deception +17, intimidation +19, occultism +20, stealth +20
Str
+3
Dex
+4
Con
+3
Int
+1
Wis
+3
Cha
+5
AC 28
Fort +15
Ref +20
Will +18
HP 160
Speed 25 feet, swim 15 feet
Offense
Melee Fangs (agile, finesse) +19, Damage 2d8+9 piercing plus Spirit Naga Venom
Abilities
Coven (mental, occult) — A spirit naga adds Hallucination, Mind Probe, and Suggestion to their coven's spells.
This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.
Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank Cursed Metamorphosis spell and all the following spells, which the coven can cast at any rank up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Scouting Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC.
If a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.
This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.
Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank Cursed Metamorphosis spell and all the following spells, which the coven can cast at any rank up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Scouting Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC.
If a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.
Spirit Naga Venom (poison) — Saving Throw DC 28 Fortitude
Maximum Duration 6 rounds
Stage 1 2d6 poison damage and Stupefied 1 (1 round)
Stage 2 2d6 poison damage and Stupefied 2 (1 round)
Maximum Duration 6 rounds
Stage 1 2d6 poison damage and Stupefied 1 (1 round)
Stage 2 2d6 poison damage and Stupefied 2 (1 round)
Occult Spontaneous Spells DC 28, attack +20
5th Black Tentacles, Sending, Subconscious Suggestion
4th Clairvoyance, Confusion, Fly, Modify Memory
3rd Dream Message, Mind Reading, Paralyze, Vampiric Touch
2nd Blur, Humanoid Form, Mirror Image, Telekinetic Maneuver
1st Charm, Command, Grim Tendrils, Unseen Servant
Cantrips (5th) Daze, Detect Magic, Mage Hand, Read Aura, Sigil
Occult Innate Spells DC 23, attack +15
6th Baleful Polymorph
5th Hallucination, Illusory Scene, Mind Probe, Prying Eye
4th Clairvoyance, Suggestion, Talking Corpse
3rd Clairaudience, Dream Message
2nd Augury
1st Charm, Illusory Disguise
WORKS WELL WITH
CrasherLAND / AQUATICA damage-dealer exploits the stupefied and controlled targets set up by venom and coven spells.
FlankerLAND / AQUATICOff-guard positioning helps its agile fangs land and deliver venom more consistently.
AnvilLAND / AQUATICA durable frontline absorbs attention while it casts occult spells and applies debuffs from safety.
PUNISHES
✖ low Fort✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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