Naga, Guardian (CR 10)
Alignment: Usually lawful good
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +13, and Spot +13
AC: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Hit Dice: 11d8+44 (93 hp)
Fort +7, Ref +7, Will +11
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +8; Grapple +17
Attack: Bite +12 melee or spit +9 ranged touch
Full Attack: Bite +12 melee or spit +9 ranged touch
Damage: Bite 2d6+7 and poison
Special Attacks/Actions: Poison, spit, spells
Abilities: Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18
Special Qualities: -
Feats: Alertness; Combat Casting; Dodge; Eschew Materials; Lightning Reflexes
Skills: Bluff +18, Concentration +19, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Listen +13, Sense Motive +18, Spellcraft +17, and Spot +13
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Climate/Terrain: Temperate plains
Organization: Solitary or nest (2-4)
Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d8 temporary Constitution.
Spit (Ex): A guardian naga can spit its venom up to 30 feet as a standard action. The attack ignores armor and has no range increment. Opponents hit by this attack must attempt saves against the naga's poison, as above.
Spells: Guardian nagas cast spells as 9th-level sorcerers and can also cast cleric spells and spells from the Good and Law domains as arcane spells.
Nagas favor spells over other forms of combat. Because they are almost always found in the lairs they guard and know well, they can arrange most encounters to suit their wishes.
Guardian nagas usually warn off intruders before attacking. If the warning is ignored, they may begin a spell assault or spit poison.