Hit Dice: 15d12 (97 hp)
Speed: 40 ft.
AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Attacks: Sting +9 melee and bite +4 melee
Damage: Sting 2d4+3 plus poison, bite 1d4+1 plus poison
Face/Reach: 5 ft. by 5 ft. (coiled)/10 ft.
Special Attacks: Poison, spells
Special Qualities: Reduction 5/slashing or bludgeoning, Detect thoughts, Guarded thoughts, Immunities, SR 23, telepathy, Damage
Saves: Fort +5, Ref +8, Will +11
Abilities: Str 16, Dex 13, Con —, Int 16, Wis 15, Cha 17
Skills: Bluff +21, Concentration +21, Diplomacy +7, Hide +15, Intimidate +23, Listen +20, Sense Motive +20, Spellcraft +21, Spot +20
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Lightning Reflexes, Metamagic feat (any one), Spell Focus (any one school)
Climate/Terrain: Temperate and warm land and underground
Challenge Rating: 11
Alignment: Always lawful evil
Advancement: 16-21 HD (Large); 22-45 HD (Huge)
Level Adjustment: -
A bone naga was once a living dark naga. After its death, it was transformed into a skeletal undead creature by another dark naga through a horrific ritual.
A bone naga looks like a 12-foot-long, serpentine skeleton. Its skull bears an eerie resemblance to that of a human, except that the bone naga sports long fangs that can deliver a debilitating poison. 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 which, like its teeth, delivers poison with every hit.
Though it despises its servitude, a bone naga unswervingly obeys its creator, attacking even other nagas if so commanded. Should its master die, a bone naga becomes free-willed and can choose its own destiny.
Bone nagas under the control of masters are given explicit instructions on how to deal with enemies. Beyond that, these highly intelligent undead can make their own decisions about methods for defeating particular foes.
A bone naga typically uses its mind-reading abilities to determine its foes’ 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 before entering melee. A bone naga is likely to focus its melee attacks on living opponents rather than undead or constructs, since the living are susceptible to its poison.
Poison (Ex): A bone naga delivers its poison via successful bite or sting attacks. The poison from its bite (Fortitude save DC 17) has the same initial and secondary damage (1d4 points of Strength damage). The poison from its sting (Fortitude save DC 17) is more virulent; its initial damage is 1d4 points of Constitution drain, and the secondary damage is 1d4 points of Constitution damage.
Spells: A bone naga casts spells as a 14th-level sorcerer (spells known 9/5/5/4/4/3/2/1; spells/day 6/7/7/7/6/6/5/3; save DC 13 + spell level).
Detect Thoughts (Su): A bone naga can continuously detect the thoughts of those around it. This ability functions like a detect thoughts spell (caster level 9th; Will save DC 15), and it is always active.
Guarded Thoughts (Ex): Because of their ability to shield their thoughts, bone nagas are immune to any form of mind-reading.
Immunities (Ex): Bone nagas are immune to cold.
Telepathy (Su): A bone naga can communicate telepathically with any creature within 250 feet that has a language.