Naga

All nagas have long, snakelike bodies covered with glistening scales, and more or less human faces. They range in length from 10 to 20 feet and weigh from 200 to 500 pounds. The eyes of a naga are bright and intelligent, burning with an almost hypnotic inner light.

Combat

Nagas favor spells over other forms of combat. Because they are almost always found in the lairs they guard and know well, they can arrange most encounters to suit their wishes.

Dark Naga

Dark Naga
Large
aberration
 
Hit Dice9d8+18 (58 hp)
Initiative+2
Speed40 ft. (8 squares)
Armor Class14 (-1 size, +2 Dexterity, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple+6/+12
AttackSting +7 melee (2d4+2 plus poison)
Full AttackSting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1)
Space/Reach10 ft./5 ft.
Special
Attacks
Poison, spells
Special
Qualities
Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm
SavesFort +5, Ref +7, Will +8
AbilitiesStrength 14, Dexterity 15, Constitution 14, Intelligence 16, Wisdom 15, Charisma 17
SkillsBluff
+9, Concentration +13, Diplomacy +7,
Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense
Motive
+8, Spellcraft +12, Spot +11
FeatsAlertness,
Combat Casting, Dodge, Eschew MaterialsB,
lightning reflexes
EnvironmentTemperate
hills
OrganizationSolitary
or nest (2-4)
Challenge
Rating
8
TreasureStandard
AlignmentUsually
lawful evil
Advancement10-13
HD (Large); 14-27 HD (Huge)
Level
Adjustment

Combat

Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach.

Poison (Ex): Injury, Fortitude DC 16 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.

Spells: Dark nagas cast spells as 7th-level sorcerers.

Typical sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0-dazedetect magic, lightmage hand, open/closeray of frost, read magic;

1st-expeditious retreat, magic missile, ray of enfeeblement, shield, silent image;

2nd-Cat’s Grace, invisibility, scorching ray;

3rd-displacementlightning bolt.

Resistance to Charm: Dark nagas have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block).

detect thoughts (Su): A dark naga can continuously use detect thoughts as the spell (caster level 9th; Will DC 15 negates). This ability is always active. The save DC is Charisma-based.

Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.

Guardian Naga

Guardian Naga
Large
aberration
Hit Dice11d8+44
(93 hp)
Initiative+2
Speed40 ft.
(8 squares)
Armor
Class
18 (-1
size, +2 Dexterity, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple+8/+17
AttackBite +12
melee (2d6+7 plus poison) or spit +9 ranged touch (poison)
Full AttackBite +12
melee (2d6+7 plus poison) or spit +9 ranged touch (poison)
Space/Reach10 ft./5
ft.
Special
Attacks
Poison,
spit, spells
Special
Qualities
Darkvision
60 ft.
SavesFort +7,
Ref +7, Will +11
AbilitiesStrength 21,
Dexterity 14, Constitution 19, Intelligence 16, Wisdom 19, Charisma 18
SkillsBluff +18, Concentration +19, Listen +13, Diplomacy+8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13
FeatsAlertnessCombat Casting, Dodge, Eschew MaterialsB, lightning reflexes
EnvironmentTemperate plains
OrganizationSolitary or nest (2-4)
Challenge
Rating
10
TreasureStandard
AlignmentUsually lawful good
Advancement12-16 HD (Large); 17-33 HD (Huge)
Level Adjustment:

Combat

Guardian nagas
usually warn off intruders before attacking. If the warning is ignored, they may
begin a spell assault or spit poison.

Poison
(Ex):Injury or contact, Fortitude DC 19, initial and secondary damage
1d10 Constitution. The save DC is Constitution-based.

Spit
(Ex): A guardian
naga can spit its venom up to 30 feet as a standard action. This is a ranged touch
attack with no range increment. Opponents hit by this attack must make successful
saves (see above) to avoid the effect.

Spells:
Guardian nagas cast spells as 9th-level sorcerers, and can also cast spells
from the cleric list and from the Good and Law domains. The cleric spells and
domain spells are considered arcane spells for a guardian naga, meaning that the
creature does not need a divine focus to cast them.

Typical
Spells Known (6/7/7/7/5; save DC 14 + spell level):
0- Cure
Minor Wounds
, daze, Detect Magic, light, mage hand, open/close, ray of frost, read magic;

1st-cure light wounds, divine favor, expeditious retreat, mage armor, magic missile;

2nd-detect thoughts, Lesser restorationsee invisibility, scorching ray;

3rd-cure serious wounds, dispel magic, lightning bolt;

4th-divine power, greater invisibility.

Spirit Naga

Spirit
Naga
Large
aberration
Hit Dice9d8+36
(76 hp)
Initiative +1
Speed40 ft.
(8 squares)
Armor
Class
16 (-1
size, +1 Dexterity, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple +6/+14
AttackBite +9
melee (2d6+6 plus poison)
Full AttackBite +9
melee (2d6+6 plus poison)
Space/Reach10 ft./5
ft.
Special
Attacks
Charming
gaze, poison, spells
Special
Qualities
Darkvision
60 ft.
SavesFort +7,
Ref +6, Will +9
AbilitiesStrength 18,
Dexterity 13, Constitution 18, Intelligence 12, Wisdom 17, Charisma 17
SkillsConcentration
+13, Listen +14, Spellcraft
+10, Spot +14
FeatsAbility
Focus
(charming gaze), Alertness, Combat Casting, Eschew MaterialsB,
lightning reflexes
EnvironmentTemperate
marshes
OrganizationSolitary
or nest (2-4)
Challenge
Rating
9
TreasureStandard
AlignmentUsually
chaotic evil
Advancement10-13
HD (Large); 14-27 HD (Huge)
Level
Adjustment

Combat

Spirit nagas
meet foes boldly so as to use their gaze attacks to best effect. They quickly
slither forward to bite foes that avert their eyes.

Charming
Gaze (Su):
As Charm Person, 30 feet, Will DC 19 negates. The save DC
is Charisma-based.

Poison
(Ex):
Injury, Fortitude DC 18, initial and secondary damage 1d8 Constitution. The save
DC is Constitution-based.

Spells:
Spirit nagas cast spells as 7th-level sorcerers,
and can also cast spells from the cleric spell list and from the Chaos and Evil
domains as arcane spells. The cleric spells and domain spells are considered
arcane spells for a spirit naga, meaning that the creature does not need a divine
focus to cast them.

Typical Spells Known
(6/7/7/5; save DC 13 + spell level):
0-Cure
Minor Wounds
, daze, Detect
Magic
, mage hand, open/close,
ray of frost, read
magic
;

1st-Charm
Person
, cure light wounds,
divine favor, magic
missile
, shield of faith;

2nd-Cat’s
Grace
, invisibility, summon
swarm
;

3rd-displacement,
fireball.

Water
Naga

Water
Naga
Large
aberration (Aquatic)
Hit Dice 7d8+28
(59 hp)
Initiative +1
Speed30 ft.
(6 squares), Swim 50 ft.
Armor
Class
15 (-1
size, +1 Dexterity, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple+5/+12
Attack Bite
+7 melee (2d6+4 plus poison)
Full AttackBite +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
AbilitiesStrength 16,
Dexterity 13, Constitution 18, Intelligence 10, Wisdom 17, Charisma 15
SkillsConcentration
+12, Listen +7, Spellcraft +8, Spot +7, Swim
+11
FeatsAlertness,
Combat Casting, Eschew MaterialsB,
lightning reflexes
EnvironmentTemperate
aquatic
OrganizationSolitary,
pair, or nest (3-4)
Challenge
Rating
7
TreasureStandard
AlignmentUsually
neutral
Advancement8-10 HD
(Large); 11-21 HD (Huge)
Level
Adjustment

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 Constitution. 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-invisibilityacid 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.