Random hit points: 66 64 49 60 50 61 64 53 69 67
Water Naga
| Water Naga |
|
| Large Aberration (Aquatic) |
|
| Hit Dice: |
7d8+28 (59 hp) |
| Initiative: |
+1 |
| Speed: |
30 ft. (6 squares), swim 50 ft. |
| Armor Class: |
15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 |
| Base Attack/Grapple: |
+5/+12 |
| Attack: |
Bite +7 melee (2d6+4 plus poison) |
| Full Attack: |
Bite +7 melee (2d6+4 plus poison) |
| Space/Reach: |
10 ft./5 ft. |
| Special Attacks: |
Poison, spells |
| Special Qualities: |
Darkvision 60 ft. |
| Saves: |
Fort +6, Ref +5, Will +8 |
| Abilities: |
Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15 |
| Skills: |
Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11 |
| Feats: |
Alertness, Combat Casting, Eschew Materials B, Lightning Reflexes |
| Environment: |
Temperate aquatic |
| Organization: |
Solitary, pair, or nest (3-4) |
| Challenge Rating: |
7 |
| Treasure: |
Standard |
| Alignment: |
Usually neutral |
| Advancement: |
8-10 HD (Large); 11-21 HD (Huge) |
| Level Adjustment: |
- |
Water nagas speak Aquan and Common.
Combat
Water nagas prefer to stay mostly concealed in a body of water while they launch a spell attack.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Spells: Water nagas cast spells as 7th-level sorcerers but never use fire spells.
Typical Sorcerer Spells Known (6/7/7/4; save DC 12 + spell level): 0-acid splash, daze, detect magic, light, mage hand, open/close, read magic; 1st-expeditious retreat, magic missile, obscuring mist, shield, true strike; 2nd-invisibility, acid arrow, mirror image; 3rd-protection from energy, suggestion.
Skills: A water naga has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
