Master Dark Naga
Huge Aberration
Hit Dice: 19d8+76 (161 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (–2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +14/+28
Attack: Sting +18 melee (2d6+6 plus poison)
Full Attack: Sting +18 melee (2d6+6 plus poison) and 7 bites +13 melee (1d6+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Implant thoughts, poison, spells
Special Qualities: Damage reduction 5/good, darkvision 60 ft., detect thoughts, fast healing 5, guarded thoughts, immunity to poison, resistance to charm, retaliatory mind
Saves: Fort +10, Ref +10, Will +16
Abilities: Str 22, Dex 15, Con 18, Int 22, Wis 21, Cha 23
Skills: Bluff +12, Concentration +15, Diplomacy +10, Disguise +8 (+10 acting), Intimidate +8, Listen +16, Sense Motive +11, Spellcraft +15, Spot +16, plus 80 more ranks
Feats: Alertness, Combat Casting, Dodge, Eschew Materials (B), Lightning Reflexes, 3 more
Environment: Temperate hills
Organization: Solitary or nest (2–4)
Challenge Rating: 8+
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 20–27 HD (Huge)
Level Adjustment: —
This creature has a long, snakelike scaled body. Its seven heads have more or less human faces, each shrouded in a gem-encrusted cowl.
Master dark nagas speak Common and Infernal.
Combat
Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach.
Detect Thoughts (Su): A dark naga can continuously use detect thoughts as the spell (caster level 14th; Will DC 25 negates). This ability is always active. The save DC is Charisma-based.
Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.
Implant Thoughts (Su): Once every 1d4 rounds, a master dark naga may attempt to implant a thought into a single creature's mind within 60 feet. This functions as the modify memory spell, except only a new memory may be implanted. A successful DC 25 Will save negates this effect. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.
Improved Venom (Ex): A master naga gains a +2 racial bonus on the save DC of its poison ability (if any).
Poison (Ex): Injury, Fortitude DC 25 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.
Resistance to Charm: Dark nagas have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block).
Retaliatory Mind (Su): While a master dark naga is not immune to mental attacks, anyone targeting it with a mind-affecting or telepathic effect must succeed on a DC 25 Will save or take 1d4+1 points of Wisdom damage. An attacker is subject to Wisdom damage on every attempt, whether the attack is successful or not. The save DC is Charisma-based.
Spells: Dark nagas cast spells as 12th-level sorcerers.
Typical Sorcerer Spells Known (6/8/8/7/7/6/4; save DC 16 + spell level):
0—daze, detect magic, light, mage hand, open/close, ray of frost, read magic, 2 more;
1st—expeditious retreat, magic missile, ray of enfeeblement, shield, silent image;
2nd—cat’s grace, invisibility, scorching ray, 2 more;
3rd—displacement, lightning bolt, 2 more;
4th—3 more;
5th—2 more;
6th—1 more.
Skills: Master nagas have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.