Slender spines and brightly colored frills stretch back from the human-like face of this massive water snake. Every motion of the serpent’s long form sets its brightly patterned scale and glistening fins to flashing like gems in the surf.
Water Naga (CR 8)
CE Large Aberration (Aquatic, Reptilian)
Init +6; Senses Darkvision 60 ft.; Perception +15
AC 22, touch 16; flat-footed 14 (+6 dex, +1 dodge, +5 natural, -1 size)
hp 91 (10d8+50)
Fort +8, Ref +11, Will +10
Speed 30 ft., Swim 50 ft.
Melee Bite +11 (2d8+5 plus poison) or Sting +11 (1d8+5 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks Tongue
Spells Known (SC CL 10th, Concentration +12)
At will – Daze (DC 12), Elemental Orb, Read Magic
1st – Blind (DC 13), Dark (DC 14), Mage Armor, Sleep (DC 13), Water (DC 13)
2nd – Dark II (DC 14), Silence (DC 14), Water II (DC 14)
3rd – Blindga (DC 15), Dark III (DC 15), Darkra (DC 15), Sleepga (DC 15), Water III (DC 15), Watera (DC 15)
4th – Dazera (DC 16), Dark IV (DC 16), Disable (DC 16), Frog (DC 16), Silencega (DC 16), Vanish, Water IV(DC 16)
Str 20, Dex 23, Con 20, Int 14, Wis 17, Cha 10
Base Atk +7; CMB +13; CMD 29 (cannot be tripped)
Feats Combat Casting, Dodge, Elemental Focus (Shadow), Lightning Reflexes, Spell Penetration
Skills Bluff +18, Knowledge (Local) +13, Perception +15, Sense Motive +14, Spellcraft +13, Stealth +20
Language Common, Infernal, Undercommon
SQ Amphibious, Oversized Maw
Oversized Maw (Ex)
The collection of membranous skin surrounding the jaw of this creature has led many to underestimate the powerful bite that the water naga can deliver. If forced into a melee combat battle or cornered, the water naga will make use of its bite attack. A water naga’s maw is immensely large, and this ability increases the damage dice of its bite attack as if it was two size categories larger.
Sting – injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save. The save DC is Constitution-based.
A water naga licks a nearby unsuspecting foe, making a melee touch attack (+12). If it hits, the target must make a Will save (DC 18) or be inflicted with the Sleep status effect for 1d8+4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Dungeoneering DC 21).