Ha-Naga

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Ha-Naga (CR 22)

Pure Evil - Large - Aberration
Lore: K. (Dungeoneer)
44 57
Basic DC Full DC
Initiative
Initiative Icon 2.png
39
Perception:
49 +39
Passive Active
Ambush:
7+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
48
Man Def
Shield Icon 3.png
50
Monster Health
1,356 678 42
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +24
Refl: +24
Will: +19

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 15 ft.
Space Reach
To-Hit
+34
Sword Icon 3.png
Man Off
+38
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Naga Maw +34 (5d10+51/x2)
    as ripping (physical, uncommon)
    Naga Poison

Full Attack (Melee):

  • 1x Naga Maw +34 (5d10+51/x2)
    as ripping (physical, uncommon)
    Naga Poison
  • 2x Naga Claws +32 (5d6+16/x2)
    as slashing (physical, common)
    plus Naga Poison

Standard Attack (Ranged):

  • 1x Scute Whip +32 (5d10+40/x2)
    as bludgeoning (physical, common)
    (Increment: 60 ft.; Max Range: 180 ft.)

Full Attack (Ranged):

  • 3x Scute Whip +32 (5d10+40/x2)
    as bludgeoning (physical, common)
    (Increment: 60 ft.; Max Range: 180 ft.)

Siege Damage: Not siege capable

Statistics

36
STR
26
DEX
30
CON
10
INT
22
WIS
24
CHA

Skills:

Languages: Telepathy 300 feet, Enuncia

Feats:

  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Scute Drumming (Su) Standard Action

As a Standard Action, a Ha-Naga may rapidly pound the heavy bone plates at the tip of its tail upon a nearby surface suitable for Walking, or solid walls, pillars, doors, etc. This staccatto drumming causes vibrations to radiate out in a 30 foot cone (a 6x6x6 space), one edge or corner of which must be adjacent to the Naga's space. Any creature in this area of effect (even ones flying or otherwise not touching a surface) which uses legs and feet to walk (not naga's, slimes, oozes, lemures, snakes, etc) must make a Reflex save against a DC of 32 or suffer 5d10+43 points of crushing (physical, common) damage and the Unsteady condition, as the vibrations seek to destroy their legs. Making the save lowers the damage by half, and negates the condition.

Deflect Attack (Ex) Immediate Action 1/Rnd

Up to once per round as an immediate action, a Ha-Naga can redirect any damage they would take from a single attack onto any adjacent creature. The Naga must make a to-hit roll against the adjacent creature's AC, and if it hits, the incoming damage hits that creature instead of the Naga. If successfully hit, the creature taking the redirected damage can use any damage mitigating abilities (e.g. DR, ER, etc.), if they have any. If a Ha-naga can Deflect damage onto a Secured victim, they will usually do so, just to keep valuable meat alive, but they ARE evil, and so might just slay hostages for amusement and spite.

Poison (Ex) Automatic after successful attack

Naga Poison is a nasty thing, sapping the will of those affected and inflicting terrible pain in the process. The Ha-Naga's claws and bite all use this poison.


Naga Poison    (Injury vector; Poisoned intensity)
Save: Will DC 32;     Frequency: 1/round for 3 rounds
Effect: Victim becomes Secured and takes 5d8+28 points of poison (physical, uncommon) damage per interval
Fruition: Victim automatically fails all Will-based saving throws
Fruition Duration: Until the victim's next full-night's rest
Ha-Naga

Ha-Naga

Naga are a cruel race of serpentine humanoids who practice an ancient dark magic in worship to their wicked gods. They have a cult-like devotion to their society, all working single-mindedly to some dark purpose that only they know. Within this cult, dissenters are swiftly killed, and little information about their culture has leaked out to the civilized world. What is known is that Naga capture villagers and travelers, using them as slaves or sacrifices. Reports of encounters with Naga always include slaves being nearby and even being used to shield the Naga during the fight.

Naga have arms, but no legs, instead propelling themselves with their powerful bodies and tails like a snake. They sometimes wear clothing, such as shirts and robes, necklaces and headgear, though they are anatomically incapable of wearing pants or shoes. Because of their anthropomorphic upper bodies, the more powerful Naga make use of magic items stolen from their captives.

Naga are telepathic, allowing them to silently communicate with each other and with any nearby creatures. While telepathy does not allow the location of creatures (as with Lifesense), it allows easy communication, as the Naga intuitively understands the creature it is speaking with, regardless of languages known. Telepathy requires line of sight, but not line of effect.

Ha-Naga are those who have gained a full portion of Deific might from the Naga's dark gods. Ha-Nagas are huge, fully monstrous things, covered in scales, with a massive daggered mouth and hugely muscled and clawed arms, and a massive tail-body with heavy bone plates at the end. Ha-Naga seem almost venerated by other Naga, but are very much not the brains of most Naga operations, seeming to be respected, but directed, killing engines. Ha-Naga serve as captains on the battlefield, not plotters, and most other Naga will take direction from a Ha-Naga once the fighting starts.

Ha-Naga may not come up with the evil plots, but they are very good at making those plots happen.

Combat Tactics

Ha-Naga are not incredibly bright...but they are definitely not stupid. The even mightier and meaner Aboninations are truly brutes, but Ha-Naga are astonishingly good at setting ambushes, tactical retreats, getting and using flanks, defending chokepoints, fleeing into other groups of monsters, using hostages, and myriad other tricks, on top of their considerable power. Ha-naga serve as both as heavy muscle and field commanders for their race, their religion, and their Gods, and as such, they are almost supernaturally good at fighting.

Like most Naga, Ha-Naga prefer to fight where there are slaves and hostages, and will attempt to work such creatures into most of their ambush attempts. Ha-Naga are not incredibly fast movers for their power, but they are tremendously versatile in their movement capabilities, and will use their brachiation and greater climb to try and move in unexpected ways, in order to surprise their foes. Combined with their good ambush ability and considerable Warfare and Stealth skills, they make for tricky, resourceful foes.

Ha-Naga will attempt to use Scute Drumming often, and will close into range for this powerful attack as soon as possible, although they will not hesitate to use their Scute Whip power to hurl loose bone plates from their tails with astonishing speed, power, and range against foes they cannot close with. If at all possible, Ha-Naga will try to get into melee to try and get some Naga Poison working, to get the Secured condition laid so they can catch some fresh victims before their Scute Drumming and Naga Maw powers slay everything around them.

Ha-Naga have horrible toothed, tentacled, and stinger-equipped tongues that can extend for a considerable distance, as well as long, loosely-fointed arms and shoulders, giving them huge reach with their melee attacks, and they will use their reach and five-foot steps to force attacks of opportunity, and set up flanks for themselves, in an intelligent manner. Note that ha-Naga will not waste slaves and hostages if they can avoid it, and will usually have at least some of their slaves and hostates in a Secured state, so their threats to kill their hostages are, partially, a bluff. But only partially. Ha-naga's are ruthless enough to accept some collateral damage as the price of a battle tactic.

Deflect Attack is best used against hostages, when available, since there is little to no risk of failure. Hostages and slaves typically have an AC between 5 and 15, and thus can be automatically hit by the Naga if adjacent. However, if an enemy is conveniently adjacent, and the Naga is reasonably confident that it will hit the enemy, it will certainly take the opportunity to redirect damage to the enemy instead. But because they are smart, Naga will not use this ability on a heavily armored opponent unless there are no other alternatives. Furthermore, a Naga will always move to ensure it is adjacent to as many 'soft' targets as possible in anticipation of needing to redirect damage onto them.

Ha-Naga's are generals and fighters, not berserkers, and as such, if they see a fight is lost (which is what Warfare skill is for), they will attempt to salvage as many forces as they can, negotiating to release slaves and hostages in exchange for surviving Naga's. If such negotiations are refused, they will fight to the death without hesitation.

Out of Combat

Ha-Naga's are the heavy combatants, sergeants, captains, and generals of the Ophidian Cult, and they are often busy, attaining goals, acting on secrets spied out by the Malisons, leading or participating in raids, and acting to fulfill the plots of smarter Naga's. Ha-Nagas get along well with Naga Abominations, and as a result, they are often found together.

Ha-Naga's often have a Role, with Leader, Shooter, Heavy, Legend, and Threat Roles being the most common. Regardless of role, Ha-naga's are much bigger than most naga's and simple bulk tends to get them a good bit of respect in the Ophidian Cult.

Ha-naga's often keep a few slaves, simply to make their lives easier, but tend to treat them in a brusquely inhumane fashion, considering casual torture much less interesting than proper battle against things that can make the fight interesting.

Rewards

XP: 615,000

Treasure: Sellable Goods worth 185,300 gp.

Weight: 220 lbs.     Volume: 8.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)