Nagas are large snake-like aberrations with humanoid faces. Some are Evil, some are Good, but all have poisonous bites or stings, magical abilities, and their own personal agendas.
A sharp-featured humanoid head crowns the shimmering, eel-like black body of the dark naga.
Arrogant and sybaritic, dark nagas seek to dominate lesser creatures, relishing the fear they inspire and the power they wield over other beings. Their forked tongues spread only lies, and anyone they can’t manipulate they destroy with their poison and destructive magical abilities.
Dark nagas hate other nagas, especially other dark nagas, seeing their brethren as deadly enemies—rightly so.
Type: Evil Aberration (Dark Naga)
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d10, Occult d8, Persuasion d8, Spellcasting d8, Stealth d10
Pace: 7; Parry: 6; Toughness: 11 (2)
Edges: Arcane Background (Magic), Dodge (Imp), Extraction
Powers: Blast (fire), bolt, boost Trait, deflection, invisibility. Power Points: 15
Special Abilities:
Armor +2: Scaly hide.
Bite/Sting: Str+d6, AP 2.
Darkvision: Nagas ignore penalties for Illumination up to 10”.
Immunity: Mind reading, poison.
Innate Powers: Major detect/conceal arcana, minor light, major lower Trait (Smarts), major mind reading, minor telekinesis.
Poison (-2): The naga’s sting delivers a Knockout poison.
Size 2: Dark nagas are usually 12 feet long.
Languages: Common, Infernal.
A contemplative humanoid face framed by a cobra-like hood adorns the body of this long, brightly colored serpent.
Guardian nagas serve as dutiful protectors of places of fundamental power and sanctity. Many guardian nagas adhere to the practices of ancient or forgotten faiths. Others are merely drawn to sites of innate wonder—towering waterfalls, natural spires, mountaintop temples—minding them out of their own senses of duty and reverence.
Type: Good Aberration (Guardian Naga)
Attributes: Agility d12+1, Smarts d8, Spirit d10, Strength d12, Vigor d12
Skills: Athletics d8, Common Knowledge d6, Fighting d10, Notice d12+1, Occult d12, Persuasion d10, Spellcasting d10, Stealth d10
Pace: 7; Parry: 7; Toughness: 13 (2)
Edges: Arcane Background (Magic), Dodge (Imp), Level Headed
Powers: Blast (fire), bolt, dispel, divination, healing, invisibility, mind reading, protection, relief, speed. Power Points: 20
Special Abilities:
Armor +2: Scaly hide.
Bite: Str+d6, AP 2.
Darkvision: Nagas ignore penalties for Illumination up to 10”.
Innate Powers: Major detect arcana, minor light, minor telekinesis.
Poison (-2): The naga’s bite (or spit) delivers a Lethal poison.
Size 3: Guardian nagas are usually 14 feet long.
Spit Venom: As an action, guardian nagas can spit their venom, using Athletics (Range 3/6/12). Anyone hit by the venom must make a Vigor roll at -2 for Lethal poison.
Languages: Celestial, Common.
Morbid-minded and wretched to look upon, spirit nagas are evil witches of the naga culture. They are hateful outcasts long-shunned for their dark powers and loathsome ways. A typical spirit naga is slender, with the scales of a venomous serpent and a tangle of greasy hair framing their pale faces.
Spirit nagas delight in places of death and desolation. Battle-scarred ruins, untended graveyards, despoiled forests, and tangled swamps all attract these repulsive creatures. Most spirit nagas believe they are the inheritors of some mysterious dark favor, seeing their innate magical talents as evidence of such.
Type: Evil Aberration (Spirit Naga)
Attributes: Agility d12, Smarts d8, Spirit d10, Strength d10, Vigor d12
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d12, Occult d10, Persuasion d8, Spellcasting d8, Stealth d12
Pace: 7; Parry: 6; Toughness: 13 (2)
Edges: Arcane Background (Magic), Dodge, Level Headed
Powers: Blast (Fire), bolt, boost Trait, dispel, divination, healing, illusion, invisibility, mind reading, protection, relief, speed. Power Points: 20
Special Abilities:
Armor +2: Scaly hide.
Bite: Str+d6.
Darkvision: Nagas ignore penalties for Illumination up to 10”.
Innate Powers: Major detect arcana, empathy (Charm; Spellcasting, Duration of one week), minor telekinesis.
Poison (-2): The creature's bite contains a Lethal poison.
Size 3: Spirit nagas are 14 feet long.
Languages: Abyssal, Common.
Nightmares are flaming harbingers of death. They allow only the most evil of creatures to ride them, and are never mere mounts, but rather willing partners in destruction.
This eerie horse-like creature’s skin is an inky blackness. Fire spurts from its hair and nostrils and its hooves spray sparks.
Type: Evil Outsider (Nightmare)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d8, Occult d6, Stealth d6, Survival d8
Pace: 12; Parry: 6; Toughness: 10 (2)
Edges: Alertness, Fleet-Footed
Special Abilities:
Armor +2: Outsider hide.
Bite: Str+d4, AP 2.
Breath Attack (Poison): Cone Template, Mild poison.
Darkvision: Nightmares ignore penalties for Illumination up to 10”.
Flight: Pace 12.
Innate Power: Minor plane shift (self plus rider, once per day).
Kick: Str+d6.
Size 2: Size of a riding horse.
Languages: Abyssal, Infernal.
Nymphs appear as gorgeous young women with large almond-shaped eyes, elf-like ears and silky human hair. Their beauty is so dazzling that a mere glance can stun a person—a direct look from a nymph can blind.
These fey creatures are found across the Inner Sea region, from Avistan, to Varisia and Andoran. They sometimes provide aid to travelers of Good alignment, though they have an impulsive and unpredictable streak.
Type: Good Fey (Nymph)
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d4, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Persuasion d10, Spellcasting d8, Stealth d8, Survival d8
Pace: 6; Parry: 6; Toughness: 10 (3)
Edges: Arcane Background (Magic), Very Attractive
Powers: Beast friend, blast, boost trait, environmental protection, entangle, healing, relief, protection, summon ally. Power Points: 20.
Gear: Masterwork dagger (Str+d4, AP 1).
Special Abilities:
Armor +3: Enchanted skin.
Blinding Beauty: As a limited action, a nymph can force a humanoid looking directly at her to make a Vigor roll or gain the Blind Hindrance. This can be cured using healing with the Greater Healing Modifier.
Fey: Ignore penalties for Dim and Dark Illumination; +4 damage from cold iron.
Innate Powers: Major detect arcana, minor stun, minor teleport (self).
Inspiration: A nymph can choose to inspire a single creature and serve as a muse. She gives the creature a token (typically a lock of her hair). As long as she favors this person, they add +1 to all Spirit and Performance rolls. This effect lasts as long as the nymph desires.
Languages: Common, Sylvan.