Water Naga | CR 7 |
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Usually N Large Aberration (Aquatic) Init +1; Senses darkvision 60 ft.; Listen +7, Spot +7 Languages Common, Aquan |
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AC 15, touch 10, flat-footed 14 hp 59 (7 HD) Fort +6, Ref +5, Will +8 |
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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 |
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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) |
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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. |