|Size/Type:||Large Aberration (Aquatic)|
|Hit Dice:||7d8+28 (59 hp)|
|Speed:||30 ft. (6 squares), swim 50 ft.|
|Armor Class:||15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14|
|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 MaterialsB, Lightning Reflexes|
|Organization:||Solitary, pair, or nest (3-4)|
|Advancement:||8-10 HD (Large); 11-21 HD (Huge)|
Water nagas speak Aquan and Common.
Water nagas prefer to stay mostly concealed in a body of water while they launch a spell attack.
Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
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.
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.