Water NagaCR 7

Usually N Large Aberration (Aquatic)

Init +1; Senses darkvision 60 ft.; Listen +7, Spot +7

Languages Common, Aquan

AC 15, touch 10, flat-footed 14
(−1 size, +1 Dex, +5 natural)

hp 59 (7 HD)

Fort +6, Ref +5, Will +8

Speed 30 ft., swim 50 ft.

Melee Bite +7 (2d6+4 plus poison)

Space 10 ft.; Reach 5 ft.

Base Atk +5; Grp +12

Typical Sorcerer Spells Known (CL 7):

0 (7/day)—acid splash, daze, detect magic, light, mage hand, open/close, read magic

1 (7/day)—expeditious retreat, magic missile, obscuring mist, shield, true strike

2 (7/day)—invisibility, acid arrow, mirror image

3 (4/day)—protection from energy, suggestion

Abilities Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15

Feats Alertness, Combat Casting, Lightning Reflexes, Eschew Materials

Skills Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11

Advancement 8-10 HD (Large); 11-21 HD (Huge)

Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

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.

Spells Water nagas cast spells as 7th-level sorcerers but never use fire spells.