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SYSTEM REFERENCE DOCUMENT 3.5

 
HA-NAGA

 

Colossal Aberration

Hit Dice:

20d8+220 (310 hp)

Initiative:

+14 (Dex)

Speed:

60 ft., fly 120 ft. (perfect)

AC:

40 (–8 size, +14 Dex, +24 natural armor)

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

Climate/Terrain:

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)

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

COMBAT

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, Fort 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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