Zereletan    CR 11
XP 12,800
Male naga, royal (Pathfinder RPG Bestiary 3 168)
LN Huge aberration (shapechanger)
Init +7; Senses darkvision 60 ft.; Perception +27

Defense

AC 26, touch 11, flat-footed 23 (+3 Dex, -2 size, +15 natural)
hp 133 (14d8+70)
Fort +9, Ref +9, Will +15

Offense

Speed 40 ft.
Melee 5 bites +14 (2d6+6)
Space 15 ft.; Reach 15 ft.
Special Attacks bleed: bite (1d6), dual gaze, rend (2 claws, 2d6+9)
Spell-Like Abilities (CL 9th; concentration +13)
   Constant—see invisibility
Sorcerer Spells Known (CL 9th; concentration +13):
   4th (5/day)—arcane eye, charm monster (DC 18)
   3rd (7/day)—blink, dispel magic, suggestion (DC 17)
   2nd (7/day)—invisibility, scorching ray
   1st (7/day)—charm person (DC 15), mage armor, magic missile, ray of enfeeblement (DC 15), shield
   0 (at will)—daze (DC 14), detect magic, flare (DC 14), mage hand, message, open/close (DC 14), read magic, touch of fatigue (DC 14)

TACTICS

Before Combat Zereletan casts mage armor before approaching the PCs.
During Combat Zereletan activates his deafening gaze and casts blink on the first round of combat. On subsequent rounds, he switches to his blinding gaze and casts spells at those unaffected by his dual gaze. If forced into melee combat, he first targets melee fighters first with multiple bites.
Morale Although arrogant, Zereletan has no desire to die for his treasure hoard. If reduced to fewer than 30 hit points, he casts invisibility and flees the temple.he temple, meeting any further incursions with violence.

Statistics

Str 23, Dex 17, Con 21, Int 18, Wis 22, Cha 19
Base Atk +10; CMB +18; CMD 31 (can't be tripped)
Feats Alertness, Blind-fight, Combat Casting, Combat Reflexes, Eschew Materials, Improved Initiative, Lightning Reflexes, Stand Still
Skills Acrobatics +20 (+24 when jumping), Bluff +18, Diplomacy +18, Knowledge (arcana) +18, Knowledge (history) +11, Knowledge (nobility) +11, Perception +27, Sense Motive +24, Stealth +12; Racial Modifiers +4 Acrobatics when jumping
Languages Celestial, Common, Infernal
SQ change shape

Special Abilities

Bleed: Bite (1d6) (Ex) Attack causes additional damage at the beginning of the target's turn.
Blind-Fight Re-roll misses because of concealment, other benefits.
Change Shape (5 specific humanoids; alter self) (Su) You can change your form.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dual Gaze (DC 21) (Su) Permanently deafen or blind foe (Fort neg). Move act to change effect.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.

A broad-shouldered human man with sundarkened skin, white hair, and a dignified bearing is exploring the temple, and approaches the PCs if they enter. He introduces himself as Zaid Faad, an explorer of many years who specializes in investigating old temples. Faad seems interested in the PCs’ adventures but says he has already claimed this temple for his own and he “can’t possibly allow others to come tromping in, knocking into walls and tracking sand all over the place” until he’s finished his research. He assures them, “It shouldn’t be more than a month or so now. Do come back then—I’m sure you’ll be interested in my notes.”

In truth, Faad is neither a human nor an explorer; he is one of the five humanoid forms of a royal naga named Zereletan who lairs within the temple. Though he considers it beneath him, Zereletan takes on his humanoid forms in an effort to discourage the curious instead of resorting to more violent methods. If the PCs demand to investigate the temple or threaten “Zaid Faad,” the naga resumes his normal appearance, rearing up in a terrifying display above the PCs. Zereletan orders the PCs out of his temple, warning them that he has the patience of a mountain but the ferocity of the burning sun itself, and says, “If it comes to violence, I will not be the one to bleed out upon the desert sands.”

If the PCs try to deal diplomatically with the naga, they discover Zereletan is a proud and noble creature. He often unintentionally insults those with whom he speaks, noting that his “alternate forms serve to chase away those with duller senses than nagas” and how he “rightfully claims this treasure as one of the few beings cultured and intelligent enough to appreciate it.” He seems baffled by any offense the PCs take and quickly grows irritated with any of their attempts to convince him that they are his equals (much less his superiors). If the PCs act deferential and flatter the naga, however, he becomes much more congenial toward them.

Zereletan’s initial attitude is unfriendly; if made friendly with a successful DC 29 Diplomacy check, Zereletan asks the PCs to do him a small service. Several days ago, the naga was bathing in a nearby river (area C) when his crown slipped off one of his heads and was lost in the fine silt. If the PCs return with his crown, Zereletan will give them a fine prize from his personal hoard, “worthy of those who serve nobility.”

If the PCs choose to fight Zereletan or persist in their “uncultured” behavior, the naga demands once again that they leave and retreats into the temple, meeting any further incursions with violence.

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