Water Naga

MapTool Token

NameWater Naga
Sorted NameWater Naga
FamilyNaga
Size and TypeLarge Aberration (Aquatic)
Hit Dice Count7
Hit Dice7d8+28 (59 hp)
Random Hit Points7d8+28 - 28
Initiative+1
Speed30 ft. (6 squares), swim 50 ft.
Armor Class15 (-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/Reach10 ft./5 ft.
Special AttacksPoison, spells
Special Qualities

Darkvision 60 ft.

SavesFort +6, Ref +5, Will +8
AbilitiesStr 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

EnvironmentTemperate aquatic
Challenge Rating7
Organization

Solitary, pair, or nest (3-4)

TreasureStandard
AlignmentUsually neutral
Advancement8-10 HD (Large); 11-21 HD (Huge)
Level Adjustment-
VersionSRD
SourcesSystem 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 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 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 Materials B, 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.

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,