Encounters: Dales, Cormyr, Sembia - Forest
Naga, Dark (CR 8)
Alignment: Usually lawful evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +11, and Spot +11
AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Hit Dice: 9d8+18 (58 hp)
Fort +5, Ref +7, Will +8
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 and poison, bite 1d4+1
Special Attacks: Poison, spells
Abilities: Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17
Special Qualities: detect thoughts, Poison immunity, guarded thoughts, charm resistance
Feats: Alertness; Combat Casting; Dodge; Eschew Materials; Lightning Reflexes
Skills: Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Listen +11, Sense Motive +8, Spellcraft +12, and Spot +11
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Climate/Terrain: Temperate hills
Organization: Solitary or nest (2-4)
Source: Monster Manual
Detect Thoughts (Su): A dark naga can continuously detect thoughts as the spell cast by a 9th-level sorcerer (DC 15). This ability is always active.
Poison (Ex): Sting, Fortitude save (DC 16) or lapse into a nightmare-haunted sleep for 2d4 minutes.
Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.
Charm Resistance: Dark nagas receive a +2 racial bonus to saving throws against all charm effects (not included in the statistics block).
Spells: Dark nagas cast spells as 7th-level sorcerers.
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.
Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach.