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Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
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<blockquote data-quote="dante58701" data-source="post: 3957279" data-attributes="member: 40336"><p>This is my revision of the Ha-naga, I think I got my math right. It's intended to replace both the old naga, which lacked constrictor snake abilities, although it was obviously made to attack by constricting, and it lacked common snake-like qualities. </p><p></p><p>It also was rather over-inflated in terms of spellcasting abilities.</p><p></p><p>Can anyone give it a rundown and check it over for me? I'm unsure about the challenge rating and level adjustment.</p><p></p><p></p><p>Ha-Naga</p><p>Gargantuan Aberration</p><p>Hit Dice: 20d8+220 (340 hp)</p><p>Initiative: +18 (+14 Dexterity, +4 Improved Initiative)</p><p>Speed: 80 ft., climb 80 ft., fly 240 ft. (perfect), swim 80 ft.</p><p>Armor Class: 44 (+14 Dexterity, +24 natural, -4 size)</p><p>Base Attack/Grapple:+15/+40</p><p>Attack: Coil whip +24 melee (2d8+13)</p><p>Full Attack: Coil whip +24 melee (2d8+13), sting +22 melee (2d8+6), and bite +22 melee (2d8+6)</p><p>Space/Reach: 30 ft. (coiled) /20 ft. (30 ft. with sting or bite)</p><p>Special Attacks: Charming gaze, constrict 2d8+19, improved grab, poison, spells</p><p>Special Qualities: Chameleon scales, damage reduction 10/epic, darkvision 60 ft., flight, sorcerer abilities, spell resistance 30</p><p>Saves: Fort +17, Ref +22, Will +22</p><p>Abilities: Str 37, Dex 38, Con 32, Int 35, Wis 31, Cha 36</p><p>Skills: Appraise +26, Balance +36, Bluff +27, Climb +35, Concentration +25, Diplomacy +27, Disguise +27 (+29 acting), Escape Artist +28, Hide +40, Intimidate +27, Jump +27, Knowledge (arcana, history, religion) +26, Listen +28, Move Silently +28 (+34 flying), Search +26, Sense Motive +24, Spellcraft +26, Spot +28, Survival +24, Swim +35, Use Rope +28</p><p>Feats: Combat Casting, Dodge, Eschew Materials (B), Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Multiattack</p><p>Environment: Warm forests</p><p>Organization: Solitary, pair, or nest (3-4)</p><p>Challenge Rating: 22</p><p>Treasure: Triple standard</p><p>Alignment: Usually chaotic evil</p><p>Advancement: 21-31 HD (Gargantuan), 32-60 HD (Colossal)</p><p>Level Adjustment: - </p><p> </p><p>Combat</p><p></p><p>A ha-naga's natural weapons, as well as any weapons it wields, are considered chaotic-aligned, epic, and evil-aligned for the purpose of overcoming damage reduction.</p><p></p><p>Chameleon Ability (Ex): Ha-nagas can blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks.</p><p></p><p>Charming Gaze (Su): As mass charm monster, 80 ft., Will save (DC 33). The DC is Charisma-based.</p><p></p><p>Constrict (Ex): A ha-naga deals 2d8+19 points damage with a successful grapple attack against Large or smaller opponents.</p><p></p><p>Flight (Su): As per the fly spell, 240 ft. (perfect). This ability gives the ha-naga a +6 circumstance bonus on Move Silently checks.</p><p></p><p>Improved Grab (Ex): To use this ability, the ha-naga must hit with its coil whip attack. If it succeeds, it can constrict.</p><p></p><p>Poison (Ex): Sting, Fortitude save (DC 31), 2d8/2d8 Constitution damage. The DC is Constitution-based.</p><p></p><p>Sorcerer Abilities (Var.): Ha-nagas are powerful sorcerers, and possess sorcerer abilities of a level equivalent to half their Hit Dice (rounded down).</p><p></p><p>- Spells: As a 10th-level sorcerer (Caster Level 20th). The save DCs are Charisma-based.</p><p></p><p>- Summon Familiar (Sp): Although a ha-naga can summon a familiar, they rarely do, as they see them as a liability.</p><p></p><p>Skills: Ha-nagas have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A ha-naga can always choose to take 10 on a Climb check, even if rushed or threatened. Ha-nagas use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A ha-naga has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p></blockquote><p></p>
[QUOTE="dante58701, post: 3957279, member: 40336"] This is my revision of the Ha-naga, I think I got my math right. It's intended to replace both the old naga, which lacked constrictor snake abilities, although it was obviously made to attack by constricting, and it lacked common snake-like qualities. It also was rather over-inflated in terms of spellcasting abilities. Can anyone give it a rundown and check it over for me? I'm unsure about the challenge rating and level adjustment. Ha-Naga Gargantuan Aberration Hit Dice: 20d8+220 (340 hp) Initiative: +18 (+14 Dexterity, +4 Improved Initiative) Speed: 80 ft., climb 80 ft., fly 240 ft. (perfect), swim 80 ft. Armor Class: 44 (+14 Dexterity, +24 natural, -4 size) Base Attack/Grapple:+15/+40 Attack: Coil whip +24 melee (2d8+13) Full Attack: Coil whip +24 melee (2d8+13), sting +22 melee (2d8+6), and bite +22 melee (2d8+6) Space/Reach: 30 ft. (coiled) /20 ft. (30 ft. with sting or bite) Special Attacks: Charming gaze, constrict 2d8+19, improved grab, poison, spells Special Qualities: Chameleon scales, damage reduction 10/epic, darkvision 60 ft., flight, sorcerer abilities, spell resistance 30 Saves: Fort +17, Ref +22, Will +22 Abilities: Str 37, Dex 38, Con 32, Int 35, Wis 31, Cha 36 Skills: Appraise +26, Balance +36, Bluff +27, Climb +35, Concentration +25, Diplomacy +27, Disguise +27 (+29 acting), Escape Artist +28, Hide +40, Intimidate +27, Jump +27, Knowledge (arcana, history, religion) +26, Listen +28, Move Silently +28 (+34 flying), Search +26, Sense Motive +24, Spellcraft +26, Spot +28, Survival +24, Swim +35, Use Rope +28 Feats: Combat Casting, Dodge, Eschew Materials (B), Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Multiattack Environment: Warm forests Organization: Solitary, pair, or nest (3-4) Challenge Rating: 22 Treasure: Triple standard Alignment: Usually chaotic evil Advancement: 21-31 HD (Gargantuan), 32-60 HD (Colossal) Level Adjustment: - Combat A ha-naga's natural weapons, as well as any weapons it wields, are considered chaotic-aligned, epic, and evil-aligned for the purpose of overcoming damage reduction. Chameleon Ability (Ex): Ha-nagas can blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks. Charming Gaze (Su): As mass charm monster, 80 ft., Will save (DC 33). The DC is Charisma-based. Constrict (Ex): A ha-naga deals 2d8+19 points damage with a successful grapple attack against Large or smaller opponents. Flight (Su): As per the fly spell, 240 ft. (perfect). This ability gives the ha-naga a +6 circumstance bonus on Move Silently checks. Improved Grab (Ex): To use this ability, the ha-naga must hit with its coil whip attack. If it succeeds, it can constrict. Poison (Ex): Sting, Fortitude save (DC 31), 2d8/2d8 Constitution damage. The DC is Constitution-based. Sorcerer Abilities (Var.): Ha-nagas are powerful sorcerers, and possess sorcerer abilities of a level equivalent to half their Hit Dice (rounded down). - Spells: As a 10th-level sorcerer (Caster Level 20th). The save DCs are Charisma-based. - Summon Familiar (Sp): Although a ha-naga can summon a familiar, they rarely do, as they see them as a liability. Skills: Ha-nagas have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A ha-naga can always choose to take 10 on a Climb check, even if rushed or threatened. Ha-nagas use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A ha-naga has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/QUOTE]
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