Page 73 - Serpent Kingdoms
P. 73
MONSTERS
users, they do occasionally build rafts of reeds, twigs, and mud A nagas has a long, snakelike body covered with glistening
on which to fl oat and hunt, as well as shelters where they can scales and a more or less human face. It ranges in length from
hide from predators. Muckdwellers hibernate during the winter 10 to 20 feet and weighs between 200 and 500 pounds. The eyes
months in temperate or colder climes. of a naga are bright and intelligent—burning with an almost
A muckdweller looks like a miniature bipedal dinosaur with hypnotic inner light.
mottled gray and brown scales and a pale yellow underbelly. Its
short tail is used for balancing and swimming. It has partially Combat
webbed rear feet and small, weak, prehensile foreclaws.
Muckdwellers speak Draconic. Nagas favor spells over other forms of combat. Because they are
almost always found in places that they have guarded for many
Combat years and know well, they can usually arrange encoun-
ters to suit their wishes.
Muckdwellers fl ee unless cornered or certain
of an easy kill. Packs of the creatures lurk In the Realms
below the waterline, waiting in ambush
for potential prey. Before closing with Nagas of every subspecies are found across
a foe, muckdwellers employ their spit the length and breadth of Faerûn. Most
attacks to blind their opponents. favor ancient ruins of long-fallen
Squirt (Ex): A muckdweller can empires as lairs. Dark nagas are
squirt a jet of water into the eyes of most common in the Serpent
a target up to 25 feet away. Anyone Hills and the Dalelands region,
hit by this attack must make a DC 13 whereas guardian nagas favor
Refl ex save or be blinded for 1 round. The lost ruins along the Sword Coast and
save DC is Dexterity-based. the northern shore of the Shining
Skills: A muckdweller has a +8 Sea. Spirit nagas inhabit marshes in
racial bonus on any Swim check the lands around the Sea of Fallen Stars and Illustration by Dennis Crabapple
to perform some special action mangrove swamps on the Chultan Penin-
or avoid a hazard. It can always sula. Large numbers of water nagas
choose to take 10 on a Swim lair in the depths of the Nagafl ow and
check, even if distracted or the Nagawater. The distribution of the
endangered. It can use the run lesser-known naga races is discussed in
action while swimming, provided it their entries below.
swims in a straight line. A muckdweller uses Muckdweller
its Dexterity bonus instead of its Strength bonus for Banelar Naga
Swim checks.
Huge Aberration
In the Realms Hit Dice: 7d8+35 (66 hp)
Initiative: +5
Muckdwellers live in the shadow of lizardfolk tribes across Speed: 30 ft. (6 squares), swim 30 ft.
Faerûn, from the Mere of Dead Men to the Great Swamp of Armor Class: 14 (–2 size, +1 Dex, +5 natural), touch 9, fl at-
Rethild, and from the Lizard Marsh to the Surmarsh. The footed 13
lizardfolk of Kalran in the northern Serpent Hills keep a Base Attack/Grapple: +5/+21
large number of muckdwellers as slaves. The creatures are also Attack: Sting +11 melee (2d6+8 plus poison)
prevalent in the subterranean cities of the kuo-toa, including Full Attack: Sting +11 melee (2d6+8 plus poison) and bite +6
Gathgoolgapool, beneath the heart of the Chultan Peninsula. melee (1d8+4 plus poison)
Space/Reach: 20 ft./10 ft.
Naga Special Attacks: Poison, spells
Special Qualities: Darkvision 60 ft., fast healing 2, immunity to
Nagas are highly intelligent and independent creatures with a va- acid and poison, magic items, resist petrifi cation
riety of magical powers. They are the masters of all they survey, Saves: Fort +7, Ref +3, Will +8
and their subtle wards and clever traps keep most intruders from Abilities: Str 26, Dex 13, Con 21, Int 17, Wis 16, Cha 16
disturbing their peace. Skills: Bluff +8, Concentration +10, Diplomacy +9, Disguise
+3 (+5 acting), Intimidate +10, Listen +8, Sense Motive +8,
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