There are not too many “N” entries in the Monster Manual, so the
next post will finish them off.
Guardian Naga: Init +6; Atk bite +4 melee (1d6 plus
venom) or constrict +6 melee (2d4 plus constriction) or spit venom +5 ranged (spit
venom) or spell; AC 17; HD 10d8; MV 40’ or swim 60’; Act 1d20; SP venom (Fort
DC 22 or 2d4 permanent Stamina plus second Fort DC 22 or death), constriction
(2d4 per round, Strength DC 18 to escape),
spit venom (1d4-1 damage, blinded 1d5 minutes then Fort DC 16 or blindness is
permanent), spell
casting (+10 spell check); SV Fort +5, Ref +8, Will +8; AL L.
Spirit Naga: Init +6; Atk bite +4 melee (1d3 plus
venom) or charm or spell; AC 16; HD 8d8;
MV 30’ or swim 50’; Act 1d20; SP venom (Fort DC 22 or 2d4 permanent Stamina
plus second Fort DC 22 or death), charm (Will
DC 16 negates), spell casting (+8 spell check); SV Fort +4, Ref +8, Will +6; AL
C.
Water Naga: Init +4; Atk bite +3 melee (1d4 plus
venom) or spell; AC 15; HD 6d8; MV 20’ or swim 60’; Act 1d20; SP venom (Fort DC
22 or 2d4 permanent Stamina plus second Fort DC 22 or death), spell casting (+6
spell check); SV Fort +3, Ref +6, Will +5; AL N.
Nagas are magical serpents with humanoid heads. Guardian nagas are the largest, at 1d5+15 feet long. Spirit nagas are 1d5+10 feet long, and water nagas are 1d3+4 feet long. All have venom equal to that of a king cobra. Guardian nagas can also spit venom as a spitting cobra and constrict opponents. Once a guardian naga has an opponent in its coils, constriction damage is automatic and does not use an action die.
Guardian nagas are powerful agents of the lawful gods, who protect
temples and similar sanctuaries, and can cast spells as a level 1d6+2 cleric. Spirit
nagas are evil beings who inhabit foul waters, and sometimes impersonate gods.
They can cast spells as a level 1d3+2 wizard, and can charm those who see them
within 30’, as a charm person spell
(spell check result 14-17, but can affect all available targets). Water nagas
dwell in hidden cities beneath clean water, and cast spells as (1d5): (1-2)
level 1d3-1 wizard, (3-4) level 1d4-1 cleric, or (5) level 1d3+2 wizard; those
with 0 levels know only one spell.
All nagas know the serpent tongue as well as the common speech.
Nāga: Init +4; Atk by weapon +5 melee (by
weapon +2) or bite +3 melee (1d4 plus venom) or spell; AC 15; HD 5d8; MV 30’ or
climb 30’ or swim 60’; Act 1d20; SP venom (1d3 Agility damage plus Fort DC 18
or paralyzed for 1d3 hours followed by Fort DC 15 or death), special traits,
spell casting (+4 spell check); SV Fort +2, Ref +5, Will +5; AL L.
Nāgas are magical serpent-folk which can take the forms of humans, cobra-like serpents, or halfway forms with the head or heads, torsos, and arms of humans. They can shift between forms at will, using either their move or an action die. If their form has arms, they may use mortal weapons. Unless their form is fully human, they may bite. They take part in divine nature, and once a nāga reaches maturity it neither ages nor dies, save through misadventure.
Nāgas dwell in hidden places beneath the ground, magical realms
where they guard fresh water springs, gems, and other treasures. The secret to entering these areas is
jealously guarded by the nāgas, and seldom shared with mortals. Even fewer are
the mortals who, once entering such a realm, are permitted to return living to
the Lands We Know.
All nāgas can cast spells as a (roll 1d7) (1-3) level 1d3 cleric,
(4-6) level 1d5 cleric, or (7) level 1d5+1 wizard. In addition, individual nāgas
have a 10% chance of having a special trait (1d6). If the judge desires,
special nāgas may have 1d3+1 of these traits, with their effects being
cumulative.
1. Divine speed: Nāga gains a +1d3 bonus to Initiative rolls,
and a +10 to each movement speed.
2. Divine strength: Nāga
gains an additional +1d4 to all attack rolls, damage rolls, and Strength
checks.
3. Divine protection: Nāga’s
AC increases by +1d5.
4. Divine magic: Nāga gains
an additional +1d3 levels when determining which spells it may cast, and its
spell check result increases by the same amount. Maximum level is 10.
5. Divine blood: Increase nāga’s
Hit Dice by +1d3. For every 2 additional Hit Dice, its attack rolls increase by
+1.
6. Divine venom: Save DCs
for the nāga’s venom are increased by +1d7.


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