Friday, 7 November 2025

Let’s Convert the Monster Manual: Naga and Neo-Otyugh

There are some monsters that stray a bit from their sources when they were translated into the Monster Manual, and in some cases it is worthwhile to bring them back to their roots. This is the case with the AD&D nagas and the nāgas they were derived from. This post is devoted to them, in both conceptions, as the creatures may show up in the Shanthopal online campaign sooner or later. Tanith Lee is also an inspiration for my version of the nāgas, which may be considered at least adjacent to Appendix N.

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.

Neo-Otygugh: This creature will be included with the otyugh, using material from this post.



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