Krustian Ha-naga
This is a ha-naga (insert disclaimer here) revised according to Krustian rules. It is Size Gargantuan based on the 1/3 principal applied to snakes and their kin (i.e. 1/3 of 100 ft. = 33 ft. (1/2 of 33 = 16 HD)). It's sorcery is lessened accordingly and their snake body has been taken into account (i.e. Strength is based on Constrictor then enlarged; + climb & swim speed, scent, and racial skill modifiers).
I didn't like their being a distinction between a Faerunian Ha-naga and a Ha-naga so I combined their skill lists. Two kinds of (virtually identical) Ha-naga is a bit redundant. Faerunian being the updated version I used it as a base.
I just need to be sure my math is correct regarding the skills (266 skill points) and challenge rating. Also...level adjustment?
I included their flavor text for reference.
Other notes...
I figured it's head, being human isn't too suited to biting. Afterall we have relatively small mouths. So I underscored it's bite damage by 1 size category.
Also...it's sting...is not quite a gore attack, so I underscored it's damage by 1 size category to reflect that it's stinger...like most stingers is actually rather slender. I reduced it's poison damage from 2d8 to 2d6 since 2d8 seems kind of inflated at 16 HD when it's sting only does 2d6 damage.
It's coil whip was really confusing...so I compared it to a gargantuan whip. A gargantuan whip would deal 2d6 points of damage if it inflicted lethal damage (being comparable to a fist).
Are the damages correct? How close am I to the mark?
Ha-naga
Gargantuan Aberration
Hit Dice: 16d8+144 (224 hp)
Initiative: +19 (+15 Dexterity, +4 Improved Initiative)
Speed: 60 ft. (15 squares), climb 60 ft., fly 180 ft. (perfect), swim 60 ft.
Armor Class: 38 (-4 size, +15 Dex, +17 natural), touch 21, flat-footed 23
Base Attack/Grapple: +12/+41
Attack: Coil whip +25 melee (2d6+18)
Full Attack: Coil whip +25 melee (2d6+18), sting +20 melee (2d6+9 plus poison), and bite +20 melee (2d6+9)
Space/Reach: 30 ft. (coiled) /20 ft.
Special Attacks: Charming gaze, constrict 2d8+27, improved grab, poison, spells
Special Qualities: Chameleon scales, damage reduction 5/magic, darkvision 60 ft., flight, scent, spell resistance 26
Saves: Fort +14, Ref +20, Will +20
Abilities: Str 47, Dex 40, Con 28, Int 35, Wis 31, Cha 36
Skills: Appraise +24, Balance +34, Bluff +24, Climb +37, Concentration +20, Diplomacy +24, Disguise +24 (+26 acting), Escape Artist +26, Hide +40, Intimidate +24, Jump +29, Knowledge (arcana, history, religion) +23, Listen +25, Move Silently +26 (+32 flying), Search +23, Sense Motive +21, Spellcraft +23, Spot +25, Survival +21 (+23 following tracks), Swim +37, Use Rope +26 (+28 bindings)
Feats: Combat Casting, Eschew Materials (B), Flyby Attack, Improved Initiative, Multiattack, Quicken Spell, Silent Spell
Environment: Warm forests
Organization: Solitary, pair, or nest (3-4)
Challenge Rating: 16
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 17-31 HD (Gargantuan), 32-48 HD (Colossal)
Level Adjustment: -
A human-headed snake of immense size and power slithers forth, its scales nearly identical in color to the stones that surround it. Hatred gleams from its dark, penetrating eyes.
The ha-naga is a massive and powerful naga lord, often worshiped by spirit nagas as a god. It prefers to make it's lair in the ruins of an ancient civilizations-preferably one that it has personally brought low. It usually establishes it's nest in a former center of society, such as a temple, a throne room, or a coliseum. In this place, the ha-naga gathers together the treasures of the lost society, piling up art, fine jewelry, and the recorded history of the civilization as tributes to it's own devastating prowess.
A ha-naga is a gigantic snake with the head of a classically beautiful human and a body that measures 100 feet or more in length. It has no set color; rather, it's scales adopt the hues and shades of it's surroundings, much like a chameleon's do.
Ha-nagas speak Abyssal and Common.
Combat
Though it has no wings, a ha-naga can fly, winding and coiling through the air in a manner similar to a water snake's motion. It uses this ability to it's advantage in combat, swirling above and around foes while using it's gaze attack or casting spells. Like it's smaller serpentine cousins, a ha-naga prefers to use spells in combat, resorting to melee only when absolutely necessary. When it does engage foes directly, it uses it's coiled body like a whip, stings with it's tail, and constricts with it's body.
A ha-naga's natural weapons, as well as any weapons it wields, are considered magic for the purpose of overcoming damage reduction.
Chameleon Scales (Ex): Because of it's ever-changing scales, a ha-naga blends in with it's surroundings, gaining a +10 circumstance bonus on Hide checks.
Charming Gaze (Su): A ha-naga's gaze functions like the mass charm spell against creatures within 80 feet (Will DC 31 negates). The save DC is Charisma-based.
Flight (Su): A ha-naga can fly as though with the fly spell at 180 feet with perfect maneuverability. This ability grants it a +6 circumstance bonus on Move Silently checks when flying.
Constrict (Ex): A ha-naga deals 2d8+27 points of damage with a successful grapple attack against a Large or smaller opponent.
Improved Grab (Ex): To use this ability, a ha-naga must hit with it's coil whip attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Poison (Ex): Sting, Fortitude DC 27, initial and secondary damage 2d6 Con. The save is Constitution-based.
Sorcerer Abilities (Ex): Ha-nagas are powerful sorcerers and possess sorcerer abilities of a level equivalent to half their Hit Dice (rounded down).
- Metamagic Specialist (Ex): Ha-nagas do not summon familiars, instead they are metamagic specialists. A ha-naga can apply metamagic feats that it knows to sorcerer spells without increasing the casting time. This benefit even lets them quicken their sorcerer spells with the Quicken Spell feat. A ha-naga can use this class feature 15 times per day (3 + their Intelligence modifier (minimum 1)).
- Spells: As 8th level Sorcerers (Caster Level 16th). The save DCs are Charisma-based.
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.