Naga Malison: Difference between revisions

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Revision as of 03:00, 15 February 2021

Naga Malison (CR 11)

Pure Evil - Medium - Monstrous Humanoid
Lore: Know (Nature)
22 37
Basic DC Full DC
Initiative
Initiative Icon 2.png
18
Perception:
32 +22
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
30
Man Def
Shield Icon 3.png
29
Monster Health
242 121 19
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +8
Refl: +8
Will: +13

Strong Against:

  • Immune (no effect): from any form of Paralysis or Poison
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+18
Sword Icon 3.png
Man Off
+17
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Naga Bite +18 (2d10+12/x2)
    as piercing (physical, common)
    plus: Naga Poison

Full Attack (Melee):

  • 1x Naga Bite +18 (3d10+11/x2)
    as piercing (physical, common)
    plus: Naga Poison
  • 2x Naga Claws +18 (3d6+3/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Naga Snakebow +18 (3d10+17/x2)
    as piercing (physical, common)
    (Increment: 100 ft.; Max Range: 1000 ft.)
    plus: Naga Poison

Full Attack (Ranged):

  • 3x Naga Snakebow +18 (3d10+11/x2)
    as piercing (physical, common)
    (Increment: 100 ft.; Max Range: 1000 ft.)
    plus: Naga Poison

Siege Damage: Not siege capable

Statistics

21
STR
24
DEX
18
CON
20
INT
15
WIS
18
CHA

Skills:

Languages: Telepathy 100 ft, Enuncia

Feats:

  • Precise Shot (EFFECT: No penalty for shooting into melee at any range.)
  • Snap Shot (EFFECT: Threaten squares within 5 feet of you when wielding a ranged weapon, make attacks of opportunity, and do not provoke.)

Special Abilities

Adaptive Camouflage (Ex)

A Naga Malison is difficult to see unless you are right up on them. The Malison has concealment (20% miss chance) against any creature 15 feet or more distant from the Malison. The concealment is not enough to initiate a stealth stance, but it grants the Malison additional durability in ranged combat. Creatures using a sense other than sight-based senses to target in combat can ignore this concealment.

Deflect Attack (Ex)

Up to once per round as an immediate action, a Naga Malison can redirect any damage they would take from a single attack onto any adjacent creature. The Naga must make a to-hit roll against the adjacent creature's AC, and if it hits, the incoming damage hits that creature instead of the Naga. If successfully hit, the creature taking the redirected damage can use any damage mitigating abilities (e.g. DR, ER, etc.), if they have any.

Poison (Ex)

Naga Poison is a nasty thing, sapping the will of those affected and inflicting terrible pain in the process. The Naga Malison's arrows and bite all use this poison.

Naga Poison    (Injury vector; Poisoned intensity)
Save: Will DC 21;     Frequency: 1/round for 3 rounds
Effect: Victim becomes Secured and takes 3d8+7 points of poison (physical, uncommon) damage per interval
Fruition: Victim automatically fails all Will-based saving throws
Fruition Duration: Until the victim's next full-night's rest
Naga Malison

Naga Malison

Naga are a cruel race of serpentine humanoids who practice an ancient dark magic in worship to their wicked gods. They have a cult-like devotion to their society, all working single-mindedly to some dark purpose that only they know. Within this cult, dissenters are swiftly killed, and little information about their culture has leaked out to the civilized world. What is known is that Naga capture villagers and travelers, using them as slaves or sacrifices. Reports of encounters with Naga always include slaves being nearby and even being used to shield the Naga during the fight.

Naga have arms, but no legs, instead propelling themselves with their powerful bodies and tails like a snake. They sometimes wear clothing, such as shirts and robes, necklaces and headgear, though they are anatomically incapable of wearing pants or shoes. Because of their anthropomorphic upper bodies, the more powerful Naga make use of magic items stolen from their captives.
Naga are telepathic, allowing them to silently communicate with each other and with any nearby creatures. While telepathy does not allow the location of creatures (as with Lifesense), it allows easy communication, as the Naga intuitively understands the creature it is speaking with, regardless of languages known. Telepathy requires line of sight, but not line of effect.
Naga Malisons are archers, using a short recurve bow to deliver poisoned arrows at the enemies of the Naga. They regularly use hostages and slaves to protect themselves from melee attackers, though they are capable of handling themselves in melee if forced to do so.

Combat Tactics

Naga Malisons like to fight amidst a crowd of slaves and hostages, using their Deflect Attack ability to shed damage onto their hostages, and also use the hostages to prevent melee attackers from engaging. Malisons will always use ranged attacks whenever possible, and with their Snap Shot feat, they can even fire at adjacent targets without provoking attacks of opportunity.

Naga are very smart, and will try to spread their poison around to all enemies on the battlefield, in order to maximize the subduing damage they do. The poison's damage is in addition to the damage their arrows do. Given the choice, Naga rarely kill enemies right away, preferring instead to capture and enslave, or use them for whatever bizarre directives the cult leader decides is most efficacious.
Deflect Attack is best used against hostages, when available, since there is no risk of failure. Hostages and slaves typically have an AC between 5 and 15, and thus can be automatically hit by the Naga if adjacent. However, if an enemy is conveniently adjacent, and the Naga is reasonably confident that it will hit the enemy, it will certainly take the opportunity to redirect damage to the enemy instead. But because they are smart, Naga will not use this ability on a heavily armored opponent unless there are no other alternatives. Furthermore, a Naga will always move to ensure it is adjacent to as many 'soft' targets as possible in anticipation of needing to redirect damage onto them.
Malisons will flee from hopeless combats, choosing to give alerts to their cult that a threat is nearby. They are quite evil, however, and will happily sacrifice fellow Naga if it will ensure their own escape (again, using Deflect Attack).

Out of Combat

Naga Malisons are the spies and sneaks and scouts of the Ophidian Cult, and as a result, they are often lurking around, sticking their noses into things. They are also frequently employed as guards and watchmen for slavers and treasure houses, given high perches they can reach with their boneless slithering brachiation.

Malisons are certainly not high-ranking or important to the cult, but they have very useful abilities, such as being very good archers with poisoned arrows.
Malisons are such good archers, they are one of the few Naga's it is possible to meet as mercenary troops for other creatures. Many factions of evil beings have hired Malisons, and their archery is excellent.

Rewards

XP: 12,800

Treasure: Sellable Goods worth 9,375 gp.

Weight: 110 lbs.     Volume: 4.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)