Naga, Bone (CR 15)
Large Undead (Augmented Aberration)
Alignment: Always evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +15, and Spot +15
Languages: telepathy 250 ft.
AC: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Hit Dice: 9d12 plus 6d12 (58 hp); DR: 5/bludgeoning
Fort +10, Ref +14, Will +18
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +9; Grapple +15
Attack: Sting +12 melee
Full Attack: Sting +12 melee and bite +7 melee
Damage: Sting 2d4+2 plus poison, bite 1d4+1 poison
Special Attacks/Actions: Poison, spells
Abilities: Str 14, Dex 15, Con -, Int 16, Wis 15, Cha 18
Special Qualities: detect thoughts, guarded thoughts, immunity to cold and poison, resistance to charm, SR 25
Feats: Alertness; Combat Casting; Dodge; Eschew Materials; Improved Initiative; Lightning Reflexes; Spell Focus (evocation)
Skills: Bluff +20, Concentration +15, Diplomacy +12, Disguise +5 (+7 acting), Intimidate +6, Knowledge (arcana) +12, Listen +15, Sense Motive +10, Spellcraft +25, and Spot +15
Advancement: 10-13 HD (Large); 14-27 HD (Huge) or by character class
Climate/Terrain: Temperate hills
Organization: Solitary, pair, or nest (3-4)
Treasure/Possessions: Standard
Source:
Serpent Kingdoms
Poison (Ex): Bite, injury, Fortitude DC 17, initial and secondary damage 1d4 Str; or sting, injury, Fortitude DC 17, initial and secondary damage 1d4 Con.
Spells: This bone naga casts spells as a 13th-level sorcerer.
Detect Thoughts (Su): The bone naga can continuously use detect thoughts as the spell (caster level 9th; Will DC 17 negates). This ability is always active.
Guarded Thoughts (Ex): The bone naga is immune to any form of mind reading.
Resistance to Charm: The bone naga has a +2 racial bonus on saving throws against all charm effects.
Typical Sorcerer Spells Known (6/7/7/7/6/6/4; save DC 14 + spell level): 0- daze, detect magic, detect poison, light mage hand, open close, prestidigitation, ray of frost*, read magic; 1st- expeditious retreat, magic missile* ray of enfeeblement, shield, silent image; 2nd- cat's grace, eagle's splendor, invisibility, mirror image, scorching ray*; 3rd-dispel magic, displacement, fireball, lighting bolt; 4th- charm monster, fear, fire shield, stoneskin; 5th- cloudkill, cone of cold*, hold monster; 6th- disintegrate, globe of invulnerability.
*Because of Spell Focus (evocation), the DC for saves against these spells is 15 + spell level.
Possessions. Amulet of mighty fists +2 goggles of night, headband of resistance +5 (treat as cloak of resistance +5), diamond dust (500 gp).
This bone naga's master is still alive and has ordered it to guard the underground chambers where it performs magical research.
The bone naga always scans the minds of intruders to determine their strengths and weaknesses before joining combat. It often begins by trying to intimidate its enemies with telepathic taunts. Thereafter, it resorts to spellcasting to soften up the more powerful-looking opponents. When it finally enters melee; it focuses its attacks on living opponents rather than undead or constructs, since the living are susceptible to its poison.
This example uses a 6th-level dark naga sorcerer as the base creature. Created by a rival hundred of years ago as a guard, this bone naga despises both its master and its condition.
A bone naga is a skeletal undead creature created from a naga by a spellcaster (usually of its own race). A create undead spell can produce a bone naga from any naga subject with fewer Hit Dice than the creator.
A bone naga looks like a serpentine skeleton and typically measures about 12 feet long. Its skull bears an eerie resemblance to that of a human, except that it sports long fangs. A cold, cruel light burns in the creature's eye sockets, giving it an air of unspeakable hatred and malice. Its tail ends in a vicious bone stinger.
Though it despises servitude, a bone naga unswervingly obeys its creator, attacking even other nagas if so commanded. Should its master die, the bone naga becomes free-willed and can choose its own destiny.
Augmented Subtype
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.