[top]WATER NAGA

Water Naga
Large (Aberration (Aquatic))
CR 7
HP 59, hd7d8+28
AC 15 (?1 size, +1 Dex, +5 natural), touch 10, flat-fooded 14
Fort +6, Ref +5, Will +8
Speed 30 ft. (6 squares), swim 50 ft.
Initiative +1
Spot , Listen
Standard attacks
BAB +5, Grapple +12
Attacks
Full attack: Bite +7 melee (2d6+4 plus poison)
Special Attacks/Qualities
Poison, spells
Darkvision 60 ft.
Skills Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11
Feats Alertness, Combat Casting, Eschew MaterialsB, Lightning Reflexes
Str 16
Con 18
Dex 13
Int 10
Wis 17
Cha 15
Alignment Usually neutral,
Environment Temperate aquatic,
Organisation Solitary, pair, or nest (3?4)
Water nagas speak Aquan and Common.

[top]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 Consitution-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

System Reference Document -> List of Creatures (SRD)
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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