Naga, Banelar (CR 8)

Huge Aberration
Alignment: Usually lawful evil
Initiative: +5; Senses: darkvision 60 ft., Listen +8, and Spot +8
Languages: Common, Draconic, and Orc

AC: 14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13
Hit Dice: 7d8+35 (66 hp)
Fort +7, Ref +3, Will +8
Speed: 30 ft., swim 30 ft.
Space: 20 ft./10 ft.
Base Attack +5; Grapple +21
Attack: Sting +11 melee
Full Attack: Sting +11 melee and bite +6 melee
Damage: Sting 2d6+8 plus poison, bite 1d8+4 plus poison
Special Attacks/Actions: Poison, spells
Abilities: Str 26, Dex 13, Con 21, Int 17, Wis 16, Cha 16
Special Qualities: fast healing 2, immunity to acid and poison, magic items, resist petrification
Feats: Combat Casting; Eschew Materials11; Improved Initiative; Spell Focus (enchantment)
Skills: Bluff +8, Concentration +10, Diplomacy +9, Disguise +3 (+5 acting), Intimidate +10, Listen +8, Sense Motive +8, Spellcraft +12 (+14 deciphering scrolls), Spot +8, Swim +16, and Use Magic Device +12 (+14 scrolls)
Advancement: 8-14 HD (Huge); 15-21 HD (Gargantuan)
Climate/Terrain: Temperate aquatic
Organization: Solitary, pair, or nest (3-4)
Treasure: Standard

Source: Serpent Kingdoms


A banelar attacks with its bite and the stinger at the end of its tail, both of which inject venom. In addition, the creature can choose from a wide rage of magical abilities to complement these attacks.

Poison (Ex): Bite or sting, injury or contact, Fortitude DC 18, initial damage 2d4 Con, secondary damage unconsciousness for 1d3 hours. As a side effect of the poison, the victim's skin turns blue around the wound until the secondary damage ends. The save DC is Constitution-based.

Spells: A banelar casts spells as a 6th-level cleric with access to the Evil, Magic, and Water domains and as a 6th-level wizard. It can cast a single spell every round as a free action while attacking.

Typical Cleric Spells Prepared (5/4+1/4+1/3+1; save DC 13 + spell level): 0- detect magic, detect poison, light, purify food and drink, resistance; 1st- bane, cure light wounds, command, divine favor, protection from good; 2nd- aid, darkness, fog cloud, owl's wisdom, resist energy; 3rd- cure serious wounds, dispel magic, magic circle against good, protection from energy.

Typical Wizard Spells Prepared (4/4/4/3; save DC 13 + spell level): 0- acid splash, daze*, mage hand, open close; 1st- charm person*, mage armor, magic missile, shield; 2nd- fox's cunning, mirror image, Tasha's hideous laughter*, touch of idiocy*; 3rd- haste, lightning bolt, suggestion*.

*Because of the Spell Focus (enchantment) feat, the DC for saves against these spells is 14 + spell level.

Magic Items: Banelar nagas collect magic items and use them freely. Their tentacles can wear or manipulate amulets, rings, wands, rods, potions, and similar small items.

Resist Petrification (Ex): A banelar gains a +3 racial bonus on saving throws made to resist petrification.

Skills: A banelar 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.