Naga

To Oriental Monsters

Oriental Border

Naga

2010, Paizo Publishing, LLC Credit Christopher Burdett Source James L. Sutter. (July 14, 2010). The Shipping of the City, Paizo Blog. Print Source James L. Sutter. (2010). City of Strangers, p. 41. Paizo Publishing, LLC. ISBN 978-1-60125-248-7
This is a copyrighted image that has been released by Paizo Publishing, LLC as part of their Community Use Package.

The copyright for it is owned by Paizo Publishing, LLC and is used with permission under their Community Use Policy. Other uses of this image, may be copyright infringement.

For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

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 Dice 9d8+18 (58 hp)
Initiative +2
Speed 40 ft. (8 squares)
Armor Class 14 (-1 size, +2 Dexterity, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple +6/+12
Attack Sting +7 melee (2d4+2 plus poison)
Full Attack Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1)
Space/Reach 10 ft./5 ft.
Special Attacks Poison, spells
Special Qualities Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm
Saves Fort +5, Ref +7, Will +8
Abilities Strength 14, Dexterity 15, Constitution 14, Intelligence 16, Wisdom 15, Charisma 17
Skills Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11
Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB, lightning reflexes
Environment Temperate hills
Organization Solitary or nest (2-4)
Challenge Rating 8
Treasure Standard
Alignment Usually lawful evil
Advancement 10-13 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-daze, detect magic, light, mage hand, open/close, ray of frost, read magic;

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

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

3rd-displacement, lightning 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 Dice 11d8+44 (93 hp)
Initiative +2
Speed 40 ft. (8 squares)
Armor Class 18 (-1 size, +2 Dexterity, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple +8/+17
Attack Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)
Full Attack Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)
Space/Reach 10 ft./5 ft.
Special Attacks Poison, spit, spells
Special Qualities Darkvision 60 ft.
Saves Fort +7, Ref +7, Will +11
Abilities Strength 21, Dexterity 14, Constitution 19, Intelligence 16, Wisdom 19, Charisma 18
Skills Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13
Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB, lightning reflexes
Environment Temperate plains
Organization Solitary or nest (2-4)
Challenge Rating 10
Treasure Standard
Alignment Usually lawful good
Advancement 12-16 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 restoration, see invisibility, scorching ray;

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

4th-divine power, greater invisibility.

Spirit Naga

Spirit Naga

2009, Paizo Publishing, LLC Credit Tyler Walpole Source F. Wesley Schneider. (April 10, 2009). Worth Waiting For!, Paizo Blog. Print Source Jason Bulmahn, F. Wesley Schneider. (2009). Bonus Bestiary, p. cover. Paizo Publishing, LLC.
This is a copyrighted image that has been released by Paizo Publishing, LLC as part of their Community Use Package.

The copyright for it is owned by Paizo Publishing, LLC and is used with permission under their Community Use Policy. Other uses of this image, may be copyright infringement.

For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

Spirit Naga
Large aberration
Hit Dice 9d8+36 (76 hp)
Initiative +1
Speed 40 ft. (8 squares)
Armor Class 16 (-1 size, +1 Dexterity, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple +6/+14
Attack Bite +9 melee (2d6+6 plus poison)
Full Attack Bite +9 melee (2d6+6 plus poison)
Space/Reach 10 ft./5 ft.
Special Attacks Charming gaze, poison, spells
Special Qualities Darkvision 60 ft.
Saves Fort +7, Ref +6, Will +9
Abilities Strength 18, Dexterity 13, Constitution 18, Intelligence 12, Wisdom 17, Charisma 17
Skills Concentration +13, Listen +14, Spellcraft +10, Spot +14
Feats Ability Focus (charming gaze), Alertness, Combat Casting, Eschew MaterialsB, lightning reflexes
Environment Temperate marshes
Organization Solitary or nest (2-4)
Challenge Rating 9
Treasure Standard
Alignment Usually chaotic evil
Advancement 10-13 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
Speed 30 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 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 Strength 16, Dexterity 13, Constitution 18, Intelligence 10, Wisdom 17, Charisma 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 -

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-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.

oriental border

To Oriental Monsters

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.