Sunday, September 17, 2006

Creature: Mud Naga (CR 6)

Mud Naga
Size/Type: Large Aberration (Marsh/Mudflat)
Hit Dice: 6d8+24 (50 hp)
Initiative: +1
Speed: 30 ft. (6 squares), mudstride 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 Materials, Lightning Reflexes
Environment: Temperate marsh or mudflat
Organization: Solitary, pair, or nest (3-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: 7-9 HD (Large); 10-15 HD (Huge)
Level Adjustment: —

Mud nagas speak Muddle and Common.

Mud nagas prefer to stay mostly concealed in a pool of mud while they launch a spell attack.
Poison (Ex)

Injury, Fortitude DC 15, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Mud nagas cast spells as 6th-level sorcerers but never use fire spells.
Typical Sorcerer Spells Known (5/6/6/3; save DC 11 + 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.

A mud naga has a +8 racial bonus on any Mudstride check to perform some special action or avoid a hazard. It can always choose to take 10 on a Mudstride check, even if distracted or endangered. It can use the run action while mudstriding, provided it slithers in a straight line.

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