SRD:Water Naga
WATER NAGA
Size/Type: | Large Aberration (Aquatic) |
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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 MaterialsB, 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.
SEE WIKIPEDIA ENTRY: Naga
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