Naga, Iridescent (CR 8)
Alignment: Usually chaotic good
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +12, and Spot +12
Languages: Celestial and Common
AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Hit Dice: 9d8+27 (67 hp)
Fort +6, Ref +7, Will +9
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +12
Attack: Sting +7 melee
Full Attack: Sting +7 melee and bite +2 melee
Damage: Sting 2d4+2, bite 2d4+1 plus poison
Special Attacks/Actions: Hypnotic sway, poison, spells
Abilities: Str 15, Dex 14, Con 16, Int 14, Wis 16, Cha 17
Special Qualities: iron mind
Feats: Alertness; Combat Casting; Dodge; Eschew Materials; Lightning Reflexes
Skills: Bluff +10, Concentration +14, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +12, Sense Motive +8, Spellcraft +11, and Spot +12
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Climate/Terrain: Temperate forests
Organization: Solitary, pair, or nest (3-4)
Hypnotic Sway (Su): By swaying in place, an iridescent naga can produce an effect like that of the hypnotism spell that affects every creature within 30 feet (Will DC 17 negates). The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 17 or lapse into deep sleep for 2d4 minutes. The save DC is Constitution-based.
Spells: Iridescent nagas cast spells as 7th-level sorcerers.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0- daze, detect magic, light, mage hand, message, open close, read magic; 1st- color spray, comprehend languages, expeditious retreat, magic missile, shield; 2nd- eagle's splendor, mirror image, scorching ray; 3rd- fly, lightning bolt.
Iron Mind (Su): Iridescent nagas are immune to all mind-influencing effects.
Iridescent nagas avoid combat if possible, preferring to hypnotize their foes and suggest other courses of action. Should hostilities ensue, iridescent nagas prefer the high ground, where they can employ their spells and hypnotic swaying while staying out of their foes' reach.