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 scales and glistening fins to flashing like gems in the surf.
With mottled scales of blue and green, water nagas’ serpentine beauty belies their deadliness. Although doubtlessly intelligent, these nagas have more in common with normal snakes than most of their kind, preferring to be left to their own devices and lashing out at any creatures that would disturb them. A typical water naga measures 10 feet long and weighs 250 pounds.
Where many nagas claim particular lairs as their homes, water nagas typically have a number of retreats, migrating from one to the next with the changing of the seasons. These nagas keep elaborate summer and winter lairs, with several favored shelters positioned between these so they can make a circuit of familiar rivers and coasts throughout the year. Fiercely territorial when it comes to their lairs, water nagas typically attack any that intrude upon their sanctuaries, only bothering to question interlopers once such creatures have been weakened by poison, if at all.
As their yearly treks make many water nagas especially well traveled, those who live near the serpents’ lairs— usually lizardfolk, fey, and human tribes—often court the snake creatures’ good graces with offerings of rich local delicacies, hoping to learn of nearby lands and pass on their own stories to distant neighbors. Enjoying flattery, exciting tales, and the adoration of those they see as lesser creatures, most water nagas take pride in their roles as travelers. However, while rarely malicious, they quickly grow bored of repetitive, mundane anecdotes and often embellish the stories they’ve heard with their own fictions—caring little for the repercussions such misleading tales might cause for their listeners. The congeniality of some water nagas does not extend to the entire race, and many unwary souls, even those with only the best intentions, face these serpentine creatures’ deadly bite.
Large monstrosity, neutral
Armor Class 15 (natural armor)
Hit Points 58 (9d10 + 9)
Speed 20 ft., swim 40 ft.
|19 (+4)||16 (+3)||13 (+1)||15 (+2)||14 (+2)||17 (+3)|
Saving Throws Dexterity +6, Constitution +5, Charisma +7
Skills Deception +7, Perception +5
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Aquan, Common
Challenge 6 (2,300 XP)
- Amphibious. The water naga can breathe air and water.
- Rejuvenation. If it dies, the water naga returns to life in 1d10 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
- Spellcasting. The naga is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:
- Cantrips (at will): chill touch, dancing lights, minor illusion, ray of frost
- 1st-level (4 slots): charm person, detect magic, fog cloud, thunderwave
- 2nd-level (3 slots): blindness/deafness, gust of wind, ray of enfeeblement
- 3rd-level (3 slots): counterspell, sleet storm
- 4th-level (2 slots): control water, ice storm
- Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the creature must make a DC 12 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one.
- Canceling Cascade. If a creature casts a spell within 60 feet of it, the water naga can command water within 30 feet of the spellcaster to rise up and splash against the spellcaster. The spellcaster must succeed on a DC 14 Constitution saving throw or it fails to cast the spell, losing its action for the turn but not it’s a spell slot.
Section 15: Copyright Notice
Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux
Water Naga CR 7 (XP 3,200)
N Large aberration (aquatic)
Init +6; Senses darkvision 60 ft.; Perception +17
AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, -1 size)
hp 76 (8d8+40)
Fort +7, Ref +10, Will +9
Speed 30 ft., swim 50 ft.
Melee bite +10 (2d6+5 plus poison), tail slap +5 (1d8+2)
Space 10 ft.; Reach 5 ft.
Spells Known (CL 7th; concentration +11)
3rd (5/day)—protection from energy, suggestion (DC 17)
2nd (7/day)—acid arrow, invisibility, mirror image
1st (7/day)—expeditious retreat, magic missile, obscuring mist, shield, true strike
0 (at will)—acid splash, daze (DC 14), detect magic, light, mage hand, open/close, read magic
Str 20, Dex 23, Con 20, Int 11, Wis 17, Cha 18
Base Atk +6; CMB +12; CMD 28 (can’t be tripped)
Feats Combat Casting, Eschew MaterialsB, Lightning Reflexes, Skill Focus (Perception), Skill Focus (Stealth)
Skills Bluff +8, Knowledge (local) +4, Perception +17, Spellcraft +11, Stealth +16, Swim +13
Languages Aquan, Common
Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves.
A water naga casts spells as a 7th-level sorcerer.
Environment temperate water
Organization solitary, pair, or nest (3-4)
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.