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Size/Type: Colossal Aberration
Hit Dice: 20d8+220 (310 hp)
Initiative: +14 (Dex)
Speed: 60 ft., fly 120 ft. (perfect)
Armor Class: 40 (–8 size, +14 Dex, +24 natural armor), touch , flat-footed
Base Attack/Grapple: +15/+39
Attack: Coil whip +21 (4d6+8) melee
Full Attack: Coil whip +21 (4d6+8) melee, sting +19 (2d8+4 plus poison) melee, bite +13 (4d8+4) melee
Space/Reach: 30 ft./20 ft.
Special Attacks: Charming gaze, poison, improved grab, constrict 4d6+12
Special Qualities: Flight, SR 30, DR 5/epic
Saves: Fort +17, Ref +22, Will +22
Abilities: Str 27, Dex 38, Con 32, Int 35, Wis 31, Cha 36
Skills: Appraise +35, Concentration +34, Bluff +24, Diplomacy +38, Escape Artist +37, Hide +21, Jump +20, Knowledge (arcana, history, religion) +35, Listen +33, Move Silently +37, Search +35, Sense Motive +24, Spellcraft +37, Spot +33
Feats: Dodge, Flyby Attack, Lightning Reflexes, Mobility, Multiattack, Quicken Spell, Weapon Finesse
Environment: Temperate and warm land or underground
Organization: Solitary or nest (2–4)
Challenge Rating: 22
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 21–40 HD (Colossal)
Level Adjustment:

A ha-naga’s natural weapons are treated as epic for the purpose of overcoming damage reduction.


Flight (Su): As per the fly spell, 120 ft. (perfect). This ability gives the ha-naga a +6 circumstance bonus on Move Silently checks.

Charming Gaze (Su): As mass charm monster, 90 ft., Will save (DC 33). The DC is Charisma-based.

Chameleon Ability (Ex): Ha-nagas can blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks.

Improved Grab (Ex): To use this ability, the ha-naga must hit with its coil whip attack. If it succeeds, it can constrict.

Constrict (Ex): A ha-naga deals 4d6+12 points Damage with a successful grapple attack against Huge or smaller opponents.

Poison (Ex): Sting, Fortitude save (DC 31); initial and secondary Damage 2d8 temporary Con. The DC is Constitution-based.

Spells: Ha-nagas can cast spells as 21st-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells (save DC 33 + spell level). The DC is Charisma-based.


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