Naga, Elven Forest Water (CR 7)
Huge Aberration (Aquatic)
Alignment: Usually Neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +5, and Spot +7
AC: 16 (-2 size, +1 Dex, 7 natural), touch 9, flat-footed 15
Hit Dice: 11d8+66 (88 hp)
Fort +8, Ref +5, Will +8
Speed: 30 ft., swim 50 ft.
Space: 10 ft./5 ft.
Base Attack +3; Grapple +10
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 3d6+6 and poison, constrict 2d4 pr round
Special Attacks/Actions: Poison, spells, constrict
Abilities: Str 24, Dex 13, Con 22, Int 17, Wis 16, Cha 16
Special Qualities: -
Feats: Alertness Dodge, Eschew Materials, Lightning Reflexes,
Skills: Concentration +8, Listen +5, Spellcraft +6, Spot +7, and Swim +9
Advancement: 22+ HD (Gargantuan)
Climate/Terrain: Temperate aquatic
Organization: Solitary or nest (2-4)
Treasure/Possessions: Standard
Source:
Converted
Poison (Ex): Bite, Fortitude save (DC 17); initial and secondary damage 1d8 temporary Constitution.
Spells: Elven forest water nagas cast spells as 5th-level sorcerers but never use fire spells.
Nagas favor spells over other forms of combat. Because they are almost always found in the lairs they guard and know well, they can arrange most encounters to suit their wishes.
Water nagas prefer to stay mostly concealed in a body of water while they launch a spell attack.
In the event a water naga makes a successful hit to bite its foe or prey, it can constrict its prey, inflicting 1d4 points of constriction damage per round.
Aquatic Subtype
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.