Name | Water Naga |
---|---|
Sorted Name | Water Naga |
Family | Naga |
Size and Type | Large Aberration (Aquatic) |
Hit Dice Count | 7 |
Hit Dice | 7d8+28 (59 hp) |
Random Hit Points | 7d8+28 - 28 |
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, Lightning Reflexes |
Bonus Feats | Eschew Materials |
Environment | Temperate aquatic |
Challenge Rating | 7 |
Organization | Solitary, pair, or nest (3-4) |
Treasure | Standard |
Alignment | Usually neutral |
Advancement | 8-10 HD (Large); 11-21 HD (Huge) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Water naga; CR 7; Large aberration (aquatic); HD 7d8+28; hp 59; Init +1; Spd 30 ft. (6 squares), swim 50 ft.; AC 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 14; Base Atk +5; Grp +12; Atk +7 melee (2d6+4 plus poison, bite); Full Atk +7 melee (2d6+4 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Poison, spells; SQ Darkvision 60 ft.; AL N; SV Fort +6, Ref +5, Will +8; Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15 Skills and Feats: Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11; Alertness, Combat Casting, Eschew Materials, Lightning Reflexes |
Water Naga
Water nagas speak Aquan and Common. CombatWater 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. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Bite +7 melee (2d6+4 plus poison), or Bite +7 melee (2d6+4 plus poison)
feats: ALERTNESS, COMBAT CASTING, LIGHTNING REFLEXES, ESCHEW MATERIALS,