Ha-Naga, Faerunian (CR 22)

Colossal Aberration
Alignment: Usually chaotic evil
Initiative: +18 (+14 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +37, and Spot +37
Languages: Abyssal and Common

AC: 40 (-8 size, +14 Dex, +24 natural), touch 16, flat-footed 26
Hit Dice: 24d8+264 (372 hp); DR: 15/epic
Fort +19, Ref +24, Will +24
Speed: 60 ft., fly 120 ft. (perfect)
Space: 30 ft./20 ft.
Base Attack +18; Grapple +42
Attack: Coil whip +24 melee
Full Attack: Coil whip +24 melee and sting +22 melee and bite +22 melee
Damage: Coil whip 4d6+8, sting 2d8+4 plus poison, bite 4d6+4
Special Attacks/Actions: Charming gaze, constrict 4d6+12, improved grab, poison, spells
Abilities: Str 27, Dex 38, Con 32, Int 35, Wis 31, Cha 36
Special Qualities: Chameleon scales, flight, SR 33
Feats: Combat Casting; Dodge; Eschew Materials; Flyby Attack; Improved Initiative; Lightning Reflexes; Mobility; Multiattack; Spell Knowledge; Weapon Finesse
Skills: Bluff +40, Concentration +38, Diplomacy +48, Disguise +40 (+42 acting), Escape Artist +41, Hide +35, Intimidate +44, Knowledge (history) +39, Listen +37, Move Silently +41 (+47 flying), Search +39, Sense Motive +37, Spellcraft +39, Spot +37, Survival +10 (+12 following tracks), and Use Rope +14 (+16 bindings)
Advancement: 25-48 HD (Colossal)
Climate/Terrain: Warm forests
Organization: Solitary, pair, or nest (3-4)
Treasure/Possessions: Standard

Source: Serpent Kingdoms

Charming Gaze (Su): A Faerûnian ha-naga's gaze functions like the mass charm spell against creatures within 90 feet (Will DC 35 negates). The save DC is Charisma-based.

Constrict (Ex): A Faerûnian ha-naga deals 4d6+12 points of damage with a successful grapple attack against a Huge or smaller opponent.

Improved Grab (Ex): To use this ability, a Faerûnian ha-naga must hit with its 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 33, initial and secondary damage 2d8 Con. The save is Constitution-based.

Spells: A Faerûnian ha-naga can cast spells as a 21st-level sorcerer, and can also cast spells from the cleric list and from the Chaos and Evil domains. The cleric spells and domain spells are considered arcane spells for a Faerûnian ha-naga, meaning that it does not need a divine focus to cast them.

Typical Spells Known (6/10/9/9/9/9/8/8/8/8; save DC 23 + spell level): 0- arcane mark, detect magic, ghost sound, light, mage hand, message, open close, prestidigitation, read magic; 1st- alarm, comprehend languages, disguise self mage armor, magic missile; 2nd- eagle's splendor, protection from arrows, spectral hand, Tasha's hideous laughter, touch of idiocy; 3rd- fireball, lightning bolt, rage, suggestion; 4th- crushing despair, fire shield, ice storm, stoneskin; 5th- baleful polymorph, dominate person, nightmare, wall of force; 6th- chain lightning, greater heroism, true seeing, 7th- greater arcane sight, insanity, Mordenkainen's sword; 8th- mass charm monster, demand, polar ray; 9th- meteor swarm, power word kill, prismatic sphere, wail of the banshee, wish.

Chameleon Scales (Ex): Because of its ever-changing scales, a Faerûnian ha-naga blends in with its surroundings, gaining a +10 circumstance bonus on Hide checks.

Flight (Su): A Faerûnian ha-naga can fly as though with the fly spell at 120 feet with perfect maneuverability. This ability grants it a +6 circumstance bonus on Move Silently checks when flying.

Though it has no wings, a Faerûnian 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 its advantage in combat, swirling above and around foes while using its gaze attack or casting spells. Like its smaller serpentine cousins, a Faerûnian ha-naga prefers to use spells in combat, resorting to melee only when absolutely necessary. When it does engage foes directly, it uses its coiled body like a whip, stings with its tail, and constricts with its body.