Naga, Brine (CR 14)
Large Aberration (Aquatic)
Alignment: Usually neutral evil
Initiative: +4 (Dex); Senses: darkvision 60 ft.
Languages: Abyssal, Common, Infernal, and Sylvan
AC: 27 (-1 size, +4 Dex, +14 natural), touch 13, flat-footed 23
Hit Dice: 18d8+90 (171 hp); DR: 10/good
Fort +11, Ref +10, Will +17
Speed: 20 ft., swim 40 ft.
Space: 10 ft./5 ft.
Base Attack +13; Grapple +20
Attack: Bite +16 melee plus poison)
Full Attack: Bite +16 melee
Damage: Bite 2d8+4/19-20 plus poison
Special Attacks/Actions: Poison, shimmering coils, spells
Abilities: Str 16, Dex 19, Con 20, Int 21, Wis 18, Cha 22
Special Qualities: Amphibious, immunity (disease, poison), resistance to fire 15, slime, SR 25
Feats: Augment Summoning; Empower Spell; Extend Spell; Improved Critical (bite); Iron Will; Spell Focus (conjuration); Weapon Focus (bite)
Skills: Concentration +26, Diplomacy +8, Escape Artist +25, Intimidate +27, Knowledge (arcana) +26, Knowledge (nature) +26, Sense Motive +25, Spellcraft +28, and Swim +11
Advancement: 19-36 HD (Large), 37-57 HD (Huge)
Climate/Terrain: Any coastline
Organization: Solitary, pair, or nest (3-4)
A brine naga starts combat by summoning several monsters or nature's allies to fight its enemies, emerging to attack with spells from a range of about 60 feet once its summoned minions have engaged with the enemy. Brine nagas have no fear of melee combat, though, and use their shimmering coils special attack to great effect in such situations.
Poison (Ex): Injury, Fortitude DC 24, initial and secondary damage 3d6 Strength. The save DC is Constitution-based.
Shimmering Coils (Su): As long as a brine naga spends a move action to writhe and undulate her coils, all creatures within 60 feet must make a Will saving throw (DC 25) or become sickened (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for 1 round by the dance of unhealthy color. Creatures within 15 feet of the brine naga who fail this saving throw instead become nauseated for 1 round. Blind creatures are immune to this mind-affecting compulsion. The save DC is Charisma-based.
Spells: Brine nagas cast spells as 14th-level sorcerers and can also cast spells from the druid spell list. The druid spells are considered arcane spells for a brine naga. The naga can add druid spells to its personal spell list. The naga does not need a divine focus to cast these druid spells.
Typical Spells Known (6/8/8/7/7/7/6/3; save DC 16 + spell level): 0 -- acid splash, dancing lights, daze, ghost sound, know direction, message, prestidigitation, resistance, touch of fatigue; 1 -- entangle, grease, longstrider, summon monster I, summon nature's ally I; 2 -- barkskin, glitterdust, summon monster II, summon nature's ally II, web; 3 -- greater magic fang, protection from energy, summon monster III, summon nature's ally III; 4 -- air walk, Evard's black tentacles, summon monster IV, summon nature's ally IV; 5 -- cone of cold, cure critical wounds, summon monster V; 6 -- acid fog, summon nature's ally VI; 7 -- summon monster VII.
Slime (Ex): A brine naga's skin is covered with a thick layer of clear slime. The slime is slightly toxic, and any creature that attacks a brine naga with a natural weapon, unarmed attack, or a light melee weapon must make a successful DC 24 Fortitude save or become nauseated for 1d4 rounds. This slime suffuses surrounding water, so when a brine naga is underwater, the slime also can affect all creatures within the brine naga's reach. Creatures that are immune to poison are immune to the effects of brine naga slime. The save DC is Constitution-based.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.