Naga, Sinomen - Cobra (CR 3)

Large Humanoid (Reptilian)
Alignment: Usually lawful neutral
Initiative: +1 (Dex)

AC: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Hit Dice: 3d8+6 (19 hp)
Fort +3, Ref +4, Will +5
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +2; Grapple +1
Attack: Spear +4 melee; or composite shortbow +3 ranged
Full Attack: Spear +4 melee; or composite shortbow +3 ranged
Damage: Spear 2d6+3; composite shortbow 1d8
Special Attacks/Actions: Spells, poison
Abilities: Str 14, Dex 13, Con 14, Int 13, Wis 14, Cha 11
Special Qualities: Danger sense, naga qualities
Feats: Combat Casting; Spell Penetration
Skills: Concentration +8, Knowledge (arcana) +7, and Spellcraft +9
Advancement: By character class
Climate/Terrain: Temperate and warm forest
Organization: Solitary, pair, or band (3-6)
Treasure/Possessions: Standard

Source: Oriental Adventures

Spells: Cobra nagas cast spells as 3rd-level shugenjas. Cobra shugenjas (called jaklas) use large, carved pearls as focus items, rather than ofudas. They also carve spells on pearls the way ither spellcasters scribe scrolls. Creatures other than nagas can cast a spell from such a pearl by making a successful Spellcraft or Use Magic Device check (DC 25 + spell level). Cobra jaklas typically specialize in earth or water spells.

Poison (Ex): Bite or weapon, Fort save (DC 13); initial and secondary damage 1d8 temporary Con.

While most nagas produce venom (except the constrictors), only those with severe mutations have an effect natural bite attack to deliver it. A naga can use a full-round action (provoking attacks of opportunity from threatening foes) to apply a single dose of its natural poison to its weapon, running no risk of poisoning itself. Alternatively, a naga who has a hold on an opponent in a grapple can bite the opponent with a successful grapple check. This bite does no damage but allows the poison to do its work.

Telepathy (Ex): Nagas are all part of a communal consciousness they call the Akasha. This shared consciousness facilitates communication between nagas near and far, and contains the memories of their entire species. A group of nagas within 30 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No naga in a group is considered flanked unless all are.

Taint Immunity (Ex): All nagas are immune to the Shadowlands Taint. They can still be harmed by effects such as the cloud of Taint spell, but they can never have a Taint score.

Alternate Form (Su): A female naga can transform her serpent tail into humanlike legs, as if using the polymorph self spell. Her size becomes Medium-size (regardless of her original size), and her speed becomes 30 feet (and she loses any swim speed she may have possessed). Changing form in this manner is a full-round action.

Danger Sense (Ex): Cobras retain their Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck an invisible attacker. (They still lose their Dexterity bonus if immobilized.)

Despite their size, strength, and frequent manifestation of natural weaponry, cobras typically rely on asps or other nagas to do their physical fighting for them. Cobras' strength is in their magic.

Reptilian Subtype

These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.