Naga, Water

Slender spines and brightly colored frills stretch back from the human-like face of this massive water snake. Every motion of the serpent’s long form sets its brightly patterned scales and glistening fins to flashing like gems in the surf.

Water Naga CR 7 (XP 3,200)

N Large aberration (aquatic)
Init +6; Senses darkvision 60 ft.; Perception +17


AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, -1 size)
hp 76 (8d8+40)
Fort +7, Ref +10, Will +9


Speed 30 ft., swim 50 ft.
Melee bite +10 (2d6+5 plus poison), tail slap +5 (1d8+2)
Space 10 ft.; Reach 5 ft.
Spells Known (CL 7th; concentration +11)

3rd (5/day)protection from energy, suggestion (DC 17)
2nd (7/day)acid arrow, invisibility, mirror image
1st (7/day)expeditious retreat, magic missile, obscuring mist, shield, true strike
0 (at will)acid splash, daze (DC 14), detect magic, light, mage hand, open/close, read magic


Str 20, Dex 23, Con 20, Int 11, Wis 17, Cha 18
Base Atk +6; CMB +12; CMD 28 (can’t be tripped)
Feats Combat Casting, Eschew MaterialsB, Lightning Reflexes, Skill Focus (Perception), Skill Focus (Stealth)
Skills Bluff +8, Knowledge (local) +4, Perception +17, Spellcraft +11, Stealth +16, Swim +13
Languages Aquan, Common
SQ amphibious


Poison (Ex)

Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves.


A water naga casts spells as a 7th-level sorcerer.


Environment temperate water
Organization solitary, pair, or nest (3-4)
Treasure standard

With mottled scales of blue and green, water nagas’ serpentine beauty belies their deadliness. Although doubtlessly intelligent, these nagas have more in common with normal snakes than most of their kind, preferring to be left to their own devices and lashing out at any creatures that would disturb them. A typical water naga measures 10 feet long and weighs 250 pounds.

Where many nagas claim particular lairs as their homes, water nagas typically have a number of retreats, migrating from one to the next with the changing of the seasons. These nagas keep elaborate summer and winter lairs, with several favored shelters positioned between these so they can make a circuit of familiar rivers and coasts throughout the year. Fiercely territorial when it comes to their lairs, water nagas typically attack any that intrude upon their sanctuaries, only bothering to question interlopers once such creatures have been weakened by poison, if at all.

As their yearly treks make many water nagas especially well traveled, those who live near the serpents’ lairs— usually lizardfolk, fey, and human tribes—often court the snake creatures’ good graces with offerings of rich local delicacies, hoping to learn of nearby lands and pass on their own stories to distant neighbors. Enjoying flattery, exciting tales, and the adoration of those they see as lesser creatures, most water nagas take pride in their roles as travelers. However, while rarely malicious, they quickly grow bored of repetitive, mundane anecdotes and often embellish the stories they’ve heard with their own fictions—caring little for the repercussions such misleading tales might cause for their listeners. The congeniality of some water nagas does not extend to the entire race, and many unwary souls, even those with only the best intentions, face these serpentine creatures’ deadly bite.

Variant: Water Naga, Cobra Naga (CR 7)


A large flap of skin forms a cobra-like hood that runs from the back of its human-like face, halfway down the spine. Its eyes burn like crimson embers and its long, forked tongue flickers. Every motion of the serpent’s body sets its brightly patterned scales and glistening fins to flashing like gems in the surf. A predatory carnivorous naga, a cobra naga does not travel as far and wide as a water naga, but it is fiercely territorial.

Immune poison

Beguiling Gaze (Su)

Fascinated, 120 ft., Will DC 18 negates. This is a mind-affecting compulsion effect. The save DC is Charisma-based.

Spit Poison (Ex)

Once every 1d4 rounds, a cobra naga can spit a line of poison from its mouth to a range of 30 ft. as a ranged touch attack (+11). A creature hit by the venom must make Fortitude saves to resist the poison as if bitten, and must also succeed on a DC 19 Reflex save or be blinded. The save DC for this ability is Constitution-based.

Rejuvenation (Su)

Unless the body of the naga is completely destroyed it reappears 1d10 days later having “shed its skin.” After this time passes, the naga awakens fully healed, usually with a burning need for revenge against those who previously destroyed it.

This replaces a water naga’s ability to cast spells as a sorcerer.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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