Ha-Naga click to see monster

Size/Type: Colossal Aberration
Hit Dice: 20d8+220 (310 hp)
Initiative: +14 (Dex)
Speed: 60 ft., fly 120 ft. (perfect)
Armor Class: 40 (-8 size, +14 Dex, +24 natural armor)
Base Attack/Grapple: +15/+39
Attack: Coil whip +21 melee (4d6+8)
Full Attack: Coil whip +21 melee (4d6+8), sting +19 melee (2d8+4 plus poison), bite +13 melee (4d8+4)
Space/Reach: 30 ft./ 20 ft.
Special Attacks: Charming gaze, poison, improved grab, constrict 4d6+12
Special Qualities: Flight, SR 30, DR 5/epic
Saves: Fort +17, Ref +22, Will +22
Abilities: Str 27, Dex 38, Con 32, Int 35, Wis 31, Cha 36
Skills: Appraise +35, Concentration +34, Bluff +24, Diplomacy +38, Escape Artist +37, Hide +21, Jump +20, Knowledge (arcana, history, religion) +35, Listen +33, Move Silently +37, Search +35, Sense Motive +24, Spellcraft +37, Spot +33
Feats: Dodge, Flyby Attack, Lightning Reflexes, Mobility, Multiattack, Quicken Spell, Weapon Finesse
Environment: Temperate and warm land or underground
Organization: Solitary or nest (2-4)
Challenge Rating: 22
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 21-40 HD (Colossal)

A ha-naga’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

Flight (Su)

As per the fly spell, 120 ft. (perfect). This ability gives the ha-naga a +6 circumstance bonus on Move Silently checks.

Charming Gaze (Su)

As mass charm monster, 90 ft., Will save (DC 33). The DC is Charisma-based.

Chameleon Ability (Ex)

Ha-nagas can blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks.

Improved Grab (Ex)

To use this ability, the ha-naga must hit with its coil whip attack. If it succeeds, it can constrict.

Constrict (Ex)

A ha-naga deals 4d6+12 points of damage with a successful grapple attack against Huge or smaller opponents.

Poison (Ex)

Sting, Fort save (DC 31); initial and secondary damage 2d8 temporary Con. The DC is Constitution-based.

Spells

Ha-nagas can cast spells as 21st-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells (save DC 33 + spell level). The DC is Charisma-based.