Naga Malison: Difference between revisions

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m (Text replacement - " <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-4-Concentration" to " <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-4-Actio...)
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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 8
| Max-CR = 16


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description | 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.  
| Description | 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 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.
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.


:Naga Malisons are archers, using a short recurve bow to deliver poisoned arrows at the enemies of the Naga.  They regularly use hostages and slaves to protect themselves from melee attackers, though they are capable of handling themselves in melee if forced to do so.
Naga Malisons are archers, using a short recurve bow to deliver poisoned arrows at the enemies of the Naga.  They regularly use hostages and slaves to protect themselves from melee attackers, though they are capable of handling themselves in melee if forced to do so.
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Monstrous Humanoid
| Type | Monstrous Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Action-Required =  
| Ability-1-Action-Required = Always On
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = A Naga Malison is difficult to see unless you are right up on them.  The Malison has concealment (20% miss chance) against any creature 15 feet or more distant from the Malison.  The concealment is not enough to initiate a stealth stance, but it grants the Malison additional durability in ranged combat.  Creatures using a sense other than sight-based senses to target in combat can ignore this concealment.
| Ability-1-Description = A Naga Malison is difficult to see unless you are right up on them.  The Malison has concealment (automatically miss on a natural result of a 6 or less on the d20) against any creature 15 feet or more distant from the Malison.  The concealment is not enough to initiate a stealth stance, but it grants the Malison additional durability in ranged combat.  Creatures using a sense other than sight-based senses to target in combat can ignore this concealment.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Action-Required =  
| Ability-2-Action-Required = Immediate Action 1/Rnd
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-3-Action-Required =  
| Ability-3-Action-Required = Automatic after successful attack
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
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| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
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| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
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| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
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| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
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| Role-Only--Replace-Rez-Power--Type =  
| Role-Only--Replace-Rez-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Rez-Power--Concentration =  
| Role-Only--Replace-Rez-Power--Concentration =  
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| Role-Only--Add-Killer-Power--Type =  
| Role-Only--Add-Killer-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Add-Killer-Power--Concentration =  
| Role-Only--Add-Killer-Power--Concentration =  
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| Role-Only--Replace-Leader-Power--Type =  
| Role-Only--Replace-Leader-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Leader-Power--Concentration =  
| Role-Only--Replace-Leader-Power--Concentration =  
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| Role-Only--Replace-Legend-Power--Type =  
| Role-Only--Replace-Legend-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Legend-Power--Concentration =  
| Role-Only--Replace-Legend-Power--Concentration =  
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| Role-Only--Replace-Minion-Power--Type =  
| Role-Only--Replace-Minion-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Minion-Power--Concentration =  
| Role-Only--Replace-Minion-Power--Concentration =  
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| Role-Only--Replace-Shooter-Power--Type =  
| Role-Only--Replace-Shooter-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Shooter-Power--Concentration =  
| Role-Only--Replace-Shooter-Power--Concentration =  
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| Role-Only--Add-Skirmisher-Power--Type =  
| Role-Only--Add-Skirmisher-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Add-Skirmisher-Power--Concentration =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Type =  
| Role-Only--Replace-Sneak-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Sneak-Power--Concentration =  
| Role-Only--Replace-Sneak-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,342: Line 1,438:
| CombatTactics = Naga Malisons like to fight amidst a crowd of slaves and hostages, using their Deflect Attack ability to shed damage onto their hostages, and also use the hostages to prevent melee attackers from engaging.  Malisons will always use ranged attacks whenever possible, and with their Snap Shot feat, they can even fire at adjacent targets without provoking attacks of opportunity.
| CombatTactics = Naga Malisons like to fight amidst a crowd of slaves and hostages, using their Deflect Attack ability to shed damage onto their hostages, and also use the hostages to prevent melee attackers from engaging.  Malisons will always use ranged attacks whenever possible, and with their Snap Shot feat, they can even fire at adjacent targets without provoking attacks of opportunity.


:Naga are very smart, and will try to spread their poison around to all enemies on the battlefield, in order to maximize the subduing damage they do.  The poison's damage is in addition to the damage their arrows do. Given the choice, Naga rarely kill enemies right away, preferring instead to capture and enslave, or use them for whatever bizarre directives the cult leader decides is most efficacious.  
Naga are very smart, and will try to spread their poison around to all enemies on the battlefield, in order to maximize the subduing damage they do.  The poison's damage is in addition to the damage their arrows do. Given the choice, Naga rarely kill enemies right away, preferring instead to capture and enslave, or use them for whatever bizarre directives the cult leader decides is most efficacious.  


:Deflect Attack is best used against hostages, when available, since there is 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.
Deflect Attack is best used against hostages, when available, since there is 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.


:Malisons will flee from hopeless combats, choosing to give alerts to their cult that a threat is nearby.  They are quite evil, however, and will happily sacrifice fellow Naga if it will ensure their own escape (again, using Deflect Attack).
Malisons will flee from hopeless combats, choosing to give alerts to their cult that a threat is nearby.  They are quite evil, however, and will happily sacrifice fellow Naga if it will ensure their own escape (again, using Deflect Attack).








<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Naga Malisons are the spies and sneaks and scouts of the Ophidian Cult, and as a result, they are often lurking around, sticking their noses into things. They are also frequently employed as guards and watchmen for slavers and treasure houses, given high perches they can reach with their boneless slithering brachiation.
| OutOfCombat = Naga Malisons are the spies and sneaks and scouts of the Ophidian Cult, and as a result, they are often lurking around, sticking their noses into things. They are also frequently employed as guards and watchmen for slavers and treasure houses, given high perches they can reach with their boneless slithering brachiation.


:Malisons are certainly not high-ranking or important to the cult, but they have very useful abilities, such as being very good archers with poisoned arrows.  
Malisons are certainly not high-ranking or important to the cult, but they have very useful abilities, such as being very good archers with poisoned arrows.  


:Malisons are such good archers, they are one of the few Naga's it is possible to meet as mercenary troops for other creatures. Many factions of evil beings have hired Malisons, and their archery is excellent.
Malisons are such good archers, they are one of the few Naga's it is possible to meet as mercenary troops for other creatures. Many factions of evil beings have hired Malisons, and their archery is excellent.





Latest revision as of 21:44, 4 February 2023

Naga Malison (CR 11)

Pure Evil - Medium - Monstrous Humanoid
Lore: Know (Nature)
22 37
Basic DC Full DC
Initiative
Initiative Icon 2.png
18
Perception:
32 +22
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
30
Man Def
Shield Icon 3.png
29
Monster Health
242 121 19
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +8
Refl: +8
Will: +13

Strong Against:

  • Immune (no effect): from any form of Paralysis or Poison
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+18
Sword Icon 3.png
Man Off
+17
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Naga Bite +18 (2d10+12/x2)
    as piercing (physical, common)
    plus: Naga Poison

Full Attack (Melee):

  • 1x Naga Bite +18 (3d10+11/x2)
    as piercing (physical, common)
    plus: Naga Poison
  • 2x Naga Claws +18 (3d6+3/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Naga Snakebow +18 (3d10+17/x2)
    as piercing (physical, common)
    (Increment: 100 ft.; Max Range: 1000 ft.)
    plus: Naga Poison

Full Attack (Ranged):

  • 3x Naga Snakebow +18 (3d10+11/x2)
    as piercing (physical, common)
    (Increment: 100 ft.; Max Range: 1000 ft.)
    plus: Naga Poison

Siege Damage: Not siege capable

Statistics

21
STR
24
DEX
18
CON
20
INT
15
WIS
18
CHA

Skills:

Languages: Telepathy 100 ft, Enuncia

Feats:

  • Precise Shot (EFFECT: No penalty for shooting into melee at any range.)
  • Snap Shot (EFFECT: Threaten squares within 5 feet of you when wielding a ranged weapon, make attacks of opportunity, and do not provoke.)

Special Abilities

Adaptive Camouflage (Ex) Always On

A Naga Malison is difficult to see unless you are right up on them. The Malison has concealment (automatically miss on a natural result of a 6 or less on the d20) against any creature 15 feet or more distant from the Malison. The concealment is not enough to initiate a stealth stance, but it grants the Malison additional durability in ranged combat. Creatures using a sense other than sight-based senses to target in combat can ignore this concealment.

Deflect Attack (Ex) Immediate Action 1/Rnd

Up to once per round as an immediate action, a Naga Malison 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.

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 Naga Malison's arrows and bite all use this poison.

Naga Poison    (Injury vector; Poisoned intensity)
Save: Will DC 21;     Frequency: 1/round for 3 rounds
Effect: Victim becomes Secured and takes 3d8+7 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
Naga Malison

Naga Malison

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.

Naga Malisons are archers, using a short recurve bow to deliver poisoned arrows at the enemies of the Naga. They regularly use hostages and slaves to protect themselves from melee attackers, though they are capable of handling themselves in melee if forced to do so.

Combat Tactics

Naga Malisons like to fight amidst a crowd of slaves and hostages, using their Deflect Attack ability to shed damage onto their hostages, and also use the hostages to prevent melee attackers from engaging. Malisons will always use ranged attacks whenever possible, and with their Snap Shot feat, they can even fire at adjacent targets without provoking attacks of opportunity.

Naga are very smart, and will try to spread their poison around to all enemies on the battlefield, in order to maximize the subduing damage they do. The poison's damage is in addition to the damage their arrows do. Given the choice, Naga rarely kill enemies right away, preferring instead to capture and enslave, or use them for whatever bizarre directives the cult leader decides is most efficacious.

Deflect Attack is best used against hostages, when available, since there is 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.

Malisons will flee from hopeless combats, choosing to give alerts to their cult that a threat is nearby. They are quite evil, however, and will happily sacrifice fellow Naga if it will ensure their own escape (again, using Deflect Attack).

Out of Combat

Naga Malisons are the spies and sneaks and scouts of the Ophidian Cult, and as a result, they are often lurking around, sticking their noses into things. They are also frequently employed as guards and watchmen for slavers and treasure houses, given high perches they can reach with their boneless slithering brachiation.

Malisons are certainly not high-ranking or important to the cult, but they have very useful abilities, such as being very good archers with poisoned arrows.

Malisons are such good archers, they are one of the few Naga's it is possible to meet as mercenary troops for other creatures. Many factions of evil beings have hired Malisons, and their archery is excellent.

Rewards

XP: 12,800

Treasure: Sellable Goods worth 9,375 gp.

Weight: 110 lbs.     Volume: 4.4 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)