SmaranavaCreature 7
Source Pathfinder Monster Core
Perception +15 (darkvision)
Languages Common, Empyrean
Skills Acrobatics +17, Arcana +16, Athletics +13, Deception +16, Intimidation +16, Stealth +19
Str +2, Dex +6, Con +4, Int +3, Wis +2, Cha +3
AC 27; Fort +15; Reflex +17; Will +15;
HP 115
Speed 30 feet (swim 30 feet)
Fangs
+20 (+15, +10) to hit (finesse, magical) 2d10+5 PiercingTail
+20 (+16, +12) to hit (agile, finesse, magical, reach 15) 2d8+5 BludgeoningCoils of Knowledge (force, magical)
The naga's grip is more spiritual than physical. A creature hit by a smaranava's tail must succeed at a DC 25 will save or become Grabbed by the tail until they Escape, the naga releases them with an Interact action, or the naga dies.
A captive takes a –4 status penalty to Escape, but can choose to attempt an Occultism or Religion check to Escape instead of the usual options without taking this penalty
Constrict
(2d8+5) bludgeoning, DC 25 fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Smaranava Venom (incapacitation, mental, poison)When a holy creature succeeds at a saving throw against this poison, it is immediately cured
Saving Throw DC 25 will
Maximum Duration 5 minutes
Stage 1 Slowed 1 (1 round)
Stage 2 Slowed 2 (1 round)
Stage 3 Unconscious with no Perception check to wake up (1 minute)
Occult Innate Spells (DC 25, +17 to hit)
Cantrips (4th Level): Detect Magic, Read Aura, Telekinetic Hand
2nd Level: Dispel Magic
3rd Level: Lightning Bolt, Mind Reading
Many view clouded nagas as jealous, malevolent creatures. Only those with the courage to see clearly can recognize these beings for what they truly are: tragic, wounded beings who have been trapped and corrupted by fate. The betrayal and beheading of the naga's mother goddess, Ravithra, cascaded trauma onto all of her creations. Smaranavas have never recovered from this divine wound, and these cursed serpents live wretched half-lives, attempting to fulfill Ravithra's forgotten purpose by tempting and testing mortals they encounter. In this way, they separate the wicked from the righteous, the worthy from the unworthy.
Smaranavas have dark scales that are rendered dull gray by stuck shed skin, their eyes a milky white due to opaque caps over their eyes. Many ritually scar their necks out of sorrow for their mother Ravithra. Legends claim that the wise and enlightened can free clouded naga from their fates, allowing them to shed their forms and emerge as an awakener naga.
Nagas are serpentine beings with magical powers and keen intellects. Physically, they resemble massive snakes, though they often wear jewelry and other ornaments that clearly separate them from their animal kin. Nagas use their innate magic and poisonous fangs to keep all but the most stalwart foes at bay. They keep their own counsel, viewing their cosmic role to be sacrosanct and beyond the understanding of outside scholars. Their unwillingness to explain themselves or entertain the suggestion of alliances has led to a long history of conflict with their neighbors, who read them as aloof, arrogant, or duplicitous.
Nagas often have a powerful sense of duty to their perceived role within the universe, even if this role leads them to violent or tragic ends. Many see them as harsh and stern due to their devotion, terrifying in their majesty yet possessed of an aura of transcendence.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.