Dark Naga Swarm
LE Diminutive Aberration (Swarm)
darkvision 60-ft; Listen +11, Spot +11
21, touch 20, flat-footed 15 (+4 size, 6 Dex, 1 natural)
32 (9 HD)
poison, guarded thoughts, swarm traits
+2 vs charm effects
swarm attack (2d6 plus poison)
3rd (5/day; DC 16) - displacement, lightning bolt
2nd (7/day; DC 15) - cat's grace, invisibility, scorching ray
1st (7/day; DC 14) - expeditious retreat, magic missile, ray of enfeeblement, shield, silent image
0 (6/day; DC 13) - daze, detect magic, light, mage hand, open/close, ray of frost, read magic
Str 1, Dex 23, Con 8, Int 16, Wis 15, Cha 17
SQ detect thoughts
, guarded thoughts, hive mind
Alertness, Combat Casting, Dodge, Eschew MaterialsB
, Lightning Reflexes
Bluff +9, Concentration +10, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11
Injury, Fortitude DC 16 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.
Any living creature vulnerable to the dark naga swarm's damage that begins its turn with a creature swarm in its square is nauseated for 1-rd. A DC 16 Fort save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a creature swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.
Dark naga swarms cast spells as 7th-lvl sorcerers.
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.
Hive Mind (Ex):
If the dark naga swarm's hit points fall below 9 hp, it becomes a mindless creature and becomes immune to mind-affecting effects.
The dark naga swarm cannot grapple, and deals damage to creatures whose space they occupy at the end of their move (no attack roll needed). Such swarm attacks are not subject to a miss chance for concealment or cover.
Reducing a dark naga swarm to 0 or fewer hit points causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. A dark naga swarm is never staggered or reduced to a dying state by damage.
A dark naga swarm is not subject to critical hits, flanking, is immune to weapon damage, tripping, grappling, and bull rushes. A dark naga swarm is immune to any spell or effect that targets a specific number of creatures, with the exception of mind-affecting effects if the swarm has more than 9 hp.
A dark naga swarm takes a -10 penalty on saving throws against spells or effects that affect an area. A dark naga swarm is susceptible to high winds (treat as a Diminutive creature). Wind effects deal 1d6 points of nonlethal damage to the swarm per spell level (or HD of the originating creature). A dark naga swarm rendered unconscious by nonlethal damage becomes disorganized and dispersed. It does not reform until its hp exceeds its nonlethal damage.