Water Naga

  Large Aberration (Aquatic)
Hit Dice: 7d8+28 (59 hp)
Initiative: +1
Speed: 30 ft. (6 squares), swim 50 ft.
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+12
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
Environment: Temperate aquatic
Organization: Solitary, pair, or nest (3–4)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment:

Water nagas speak Aquan and Common.

Combat

Water nagas prefer to stay mostly concealed in a body of water while they launch a spell attack.

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

Spells: 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.

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.