Random hit points: 60 50 61 62 48 57 58 58 52 55
||9d8+18 (58 hp)
||40 ft. (8 squares)
||14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
||Sting +7 melee (2d4+2 plus poison)
||Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1)
||10 ft./5 ft.
||Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm
||Fort +5, Ref +7, Will +8
||Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17
||Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11
||Alertness, Combat Casting, Dodge, Eschew Materials B, Lightning Reflexes
||Solitary or nest (2-4)
||Usually lawful evil
||10-13 HD (Large); 14-27 HD (Huge)
Dark nagas speak Common and Infernal.
Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach.
Poison (Ex): Injury, Fortitude DC 16 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.
Spells: Dark nagas cast spells as 7th-level sorcerers.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0-daze, detect magic, light, mage hand, open/close, ray of frost, read magic; 1st-expeditious retreat, magic missile, ray of enfeeblement, shield, silent image; 2nd-cat's grace, invisibility, scorching ray; 3rd-displacement, lightning bolt.
Resistance to Charm: Dark nagas have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block).
Detect Thoughts (Su): A dark naga can continuously use detect thoughts as the spell (caster level 9th; Will DC 15 negates). This ability is always active. The save DC is Charisma-based.
Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.