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Number Appearing: 1d6 (1d3 Heads each) or 1d4 (1d4+1 Heads each) or 1 (1d6+2 Heads)
Alignment: Any
Languages: Lingua Franca plus 1 Ancient Language per Head
Treasure: Magical weapons and armor, secret knowledge, alchemical goods
The Naga are long-lived, powerful Reptile-men who dwell underground, in deep caverns or in the depths of lakes and rivers. They are wise, powerful and blessed with knowledge and power.
Appearance:
Naga have the upper body of humans and the lower bodies of massive serpents. They have a large, flaring hood, like a cobra's, that wraps around their upper torso. This hood is crowned with dozens of snake heads that resemble Cobras. Naga have a striking and often frightening appearance, but they are a civilized people. On their upper, more human halves, they wear garments and jewelry. More advanced Naga will wear jewelry, headdresses and especially beautiful clothing as a mark of rank. The highest of the Naga, their royalty, sometimes have wings that can be folded up or spread to emerge from behind the serpentine hood.
These extra snake-heads are part of the Naga and are it can perceive the world through them. For the purposes of "number of heads", these are counted, with the human head being the first and central one. The Naga will treat each snake-head like it's human head, both will be protected and treasured. Cutting off either will be considered a murder attempt, though all must be severed before the Naga will actually die.
Note that while Naga is often used as a term to refer to all of their kind, it can also be specifically used to refer to males among their race. When they must be differentiated from the rest of their people, females Nagas are called Nagini.
Nature:
Naga are neither predisposed towards good nor prejudiced in favor of evil. They are people, with their own morals and values. They can be good or evil as they choose, for better or for worse.
Lawful Naga often act as servants of the Gods of Law. They guard places of importance, safeguard treasures or secret knowledge or protect those who are considered especially holy. A Prophet or holy man may be individually weak, but he may have a seven-headed bodyguard who is greatly displeased at cruelty towards a righteous man.
When not doing such good works, Lawful Naga build cities beneath the waves or in deep caverns and pursue knowledge and enlightenment. Their cities are said to be wondrous places, rich with knowledge of spirituality, magic, science and art.
Chaotic Naga either serve the Chaos Gods, the Dark Powers or their own twisted ends. They pursue power and prestige, building cults to manipulate people, raising armies to conquer lands or seeking out magical secrets to make themselves more powerful.
Naga Society:
Lawful Nagas are the ones who live in Naga civilization, where it forms. They mostly commonly live in societies ruled by a gerontocracy, where age and number of Heads determines one's right to rule. They are ruled over by priest-kings and ascetic monk-patriarchs, who strictly prize duty, virtue and self-denial. This has not prevented their societies from producing an abundance of art and culture, as one might expect, though it has lent them an extremely conservative and puritanical edge. These Naga all, at least allegedly, bow to the Nagaraja, Supreme King of the Naga. He is aided by the Kings of the Celestial Rose, four mighty immortals who each lay claim to one of the four corners of the Earth.
Chaotic Naga do not gather into societies, build cities or join any organization where they cannot rule. Each Chaotic Naga will try to form his own group or organization and recruit similarly minded individuals to act as servants, bodyguards and (unwitting) sacrifices. Chaotic Naga usually refuse to work together except in rare circumstances, as while Chaotic Naga rarely respect or fear other creatures, they rightly fear other Naga, especially those with a greater number of Heads than they.
That being said, while they do not generally work together, there are a few Chaotic Naga that are capable of acting as figureheads and manipulating, persuading or bullying Chaotic Naga into working together. These include such individuals as the Black Serpent King, who is widely believed to be the most powerful Chaotic Naga. He is known for his mastery of dark magic and his rule over a hideous hidden city called Norikara, better known as the City of Ten Thousand Screams. Other notable Chaotic Naga include the Princess Thief, the Bride of Agonies and Hateful Star.
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Advancement among the Naga:
In Naga Society, if you have Three or less Heads, you are no better than a peasant or a common lizard. If you have Three or more but less than Five, you are somewhere important, but not that important. Once you achieve the Fifth Head and gain immortality, you become a force to be reckoned with, considered one of the Nobility.
If you manage to achieve the Seventh Head you will gain your wings and become a true Royal among the Naga, comparable to some of the Gods. Few Naga ever get a scrape above this, but for the ones that do, the Eighth and Ninth Head are the heights of power for them. Any who achieve this can rival the Black Serpent King or the Nagaraja himself.
Naga are born with only one head, their human one, and slowly accumulate snake-heads over time. This process can occur naturally, but is extremely slow. Without any action, most Naga will die of old age long before developing their Fifth Head, which is the one that grants eternal life.
To achieve immortality and gain greater strength, Naga scholars have spent millennia studying and experimenting with the best ways to increase the strength of a Naga. They have discovered a number of ways but they all boil down to crushing discipline and relentless self-improvement. A Naga who wishes to grow faster must deny himself and spend years studying and memorizing the Divine Sutras.
While he does this, he must refrain from most forms of sensual and worldly pleasure and practice either strict asceticism or brutal physical training, sometimes both. These processes, when utilized together can allow even a mediocre Naga to quickly rise and gain a number of Heads.
However, many still fall short of the Fifth Head. As each Head is gained and the Naga gains access to more powers, the challenges become greater and greater, so much so that few Naga actually bother to continue. Each Head past the first grants approximately one hundred extra years of life, so for most, two or three hundred years is plenty, especially when faced with the grueling challenges that lie ahead. But for those who truly work to achieve the heights, immortality and strength that could challenge the Gods is within reach.
Chaotic Naga, by contrast, do not usually follow these methods. They hunger for power, but do not wish to spend their lives living like monks, meditating in frozen caves and reading the same dry volumes over and over again until one can recite them by heart. They have lands to conquer, treasures to plunder and enemies to vanquish. They want power now. So they obtain it through other methods.
Whether through diabolic pact, blood sacrifice or black magic, Chaotic Nagas learn how to cheat their way up the hierarchy. However, no matter how foolproof the method a Naga uses, such power comes at a terrible price, usually one that destroys the Chaotic Naga and foils his schemes before they can come to fruition. This is one of the primary reason that these wicked Naga have not smashed their more righteous cousins and despoiled the secret hiding places of the Gods.
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Naga
HD X+1 (X is the number of Heads)
AR 1-3 Heads: (AR 2); 4-6 Heads: (AR 3); 7-9 Heads: (AR 4)
Atk Varies, see below
Mor 13
Saves (7+X, where X is the number of Heads)
Immune to Venom/Poison
Amphibious: Nagas can breathe air as easily as they breathe water.
Venomous: Nagas can produce venom which can have a variable effect depending on the strength of the Naga. To see what a Naga's Venom does, consult the tables below. Naga usually apply venom to their weapons, but may not always. Additionally, once a weapon covered in venom is used, that venom must be re-applied as an action in order to be used again. A Naga can replace one of it's attacks to apply venom to a weapon.
Constrict: Nagas can, upon hitting someone with a Tail Attack, do half damage and grapple their target instead. The targeted creature is grappled and restrained while in the Naga's grip. Each round, the Naga can choose to do 1d6 CON damage to the creature. If this damage reduces a creature to 0 CON, that creature dies. CON damage done like this is healed as soon as the Naga's grip is broken.
Tactics:
- Varies, depends on the Naga's Gifts and Venom
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To customize a Naga, roll on the tables below:
How many Heads does the Naga have?
1d20
1-8: 1d3 Heads.
9-12: 1d3+2 Heads.
13-14: 1d4+2 Heads.
15-16: 1d4+3 Heads.
17-18: 1d6+2 Heads.
19: 1d6+3 Heads (Max 9).
20: 1d6+4 Heads (max 9).
A Naga can have a maximum of 9 Heads. The more Heads it has, the more powerful and ancient it is.
How strong is it?
If he has 1-3 Heads: The Naga can make 1 Weapon Attack (1d6+2 + Venom) and 1 Tail Attack (1d8+1).
If he has 4-5 Heads: The Naga can make 1 Weapon Attack (1d6+3 + Venom) and 1 Tail Attack (1d8+2).
If he has 6-7 Heads: The Naga can make 2 Weapon Attacks (1d8+1 + Venom) and 1 Tail Attack (1d10+1).
If he has 8-9 Heads: The Naga can make 2 Weapon Attacks (1d8+3 + Venom) and 1 Tail Attack (1d10+3).
If the Naga has Three or more Heads:
The Naga's scales gleam extra brightly and those with a talent for magic can sense a thick aura of mana around him. He gains the following abilities:
Magic Resistance: The Naga has X-in-10% magic resistance, equal to the number of Heads he possesses. For example, if he has 3 Heads, he has 30% Magic Resistance. If targeted with a magical effect, roll 1d10. If the Naga rolls equal to or under the number of his Resistance, the magical effect passes over him without harming him and instead targets the nearest available target.
If the Naga has Five or more Heads:
The Naga is an immortal and has the following abilities:
Ageless: The Naga does not age and cannot be aged magically.
Immortal: The Naga cannot be killed ordinarily. Instant-death spells or other abilities effects cannot affect it. Unless it's Specific Death Condition is carried out, it will not truly die.
Specific Death Condition: If it's body is not mutilated after death and fed to birds, the Naga will return to life in 12-X months, where X is the number of Heads it has.
If the Naga has Seven or more Heads:
The Naga has wings and gains the following abilities:
Lord of Sky and Water: 1/Day, the Naga can change the weather in the local region. This change takes 10 minutes and lasts until the end of the day, or ends when the Naga wishes it too.
Flyer: The Naga gains the ability to fly and hover in the air. It has a flying speed equal to double it's walking speed. While in the air, it adds +4 to any Defense rolls it makes. If it strikes a creature while flying, it gets a +2 bonus to it's Atk roll.
What does the Naga's venom do?
1d6
1- It does +1d6 damage when injected into a person's body.
2- It induces a soporific effect- any creature exposed to it must save or take 1d6 COG damage. If this COG damage reduces a creature to 0 COG, it will become extremely opposed to violence and fall into a euphoric state where the creature will want to do nothing more than sit around and ponder the mysteries of the shadows flickering on the wall. This euphoric state lasts for 1d6 hours.
3- It forces a CON save upon exposure. On a failed save, the creature will suffer vivid hallucinations for 1 hour per exposure.
4- It does 3d6 damage, 1d6 per round. Each round, a creature is granted a CON save. On a successful save, the damage stops. If no save is passed, then the poison continues until it has dealt 3d6 damage.
5- It prevents wounds from healing. Creatures with this venom in their bodies must reroll all healing rolls and take the worse result. If they have a Horrible Wound, then they must make a CON save each day the venom is in their system or their Wound gets worse by 1. The venom remains in the body for 1d3 days per exposure.
6- It makes those exposed horribly sensitive to all sensations. This causes those exposed to take +1 damage from all sources. Additionally, if exposed to some sort of pleasurable sensation, such as the feeling of silk or a lover's caress, they must save or be stunned for 1 minute.
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How many Gifts does he have?
The Naga has a number of Gifts as determined by the the table below. To determine what those Gifts are, roll on the Naga Gifts table.
Number of Gifts
Heads Gifts
1 -
2 1
3 2
4 3
5 4
6 5
7 6
8 7
9 8
Naga Gifts:
As an action, on his turn, a Naga can replace an Attack roll with a use of one of his Naga Gifts.
1d10
1- Wind. The Naga can control the wind. He can generate blasts of wind that can move things as if he made a STR check with a modifier equal to X, where X is the number of Heads. Ex: A Three-headed Naga would make a check to move something with the wind equal to 1d20+3. He can also make Wind Attacks that do 1d8+X damage.
2- Rain. The Naga can control the rain. He can conjure water and direct it to move things as if he made a STR check with a modifier equal to X, where X is the number of Heads. Ex: A Two-Headed Naga would make a check to move something with water equal to 1d20+2. He can also fire jets of water that do 1d8+X damage.
3- Lightning. The Naga can control lightning. As an action, the Naga can hurl a 3d6 lightning bolt, save for half, at any target. This ability, once used, takes 1d4 rounds to recharge.
4- Fire. The Naga can command the power of Flames. As an action, the Naga can fire a blast of fire that does 2d6 damage, save for half, and on a failed save, a creature is set on fire and takes 1d6 fire damage per round until it takes an action to extinguish the fire. Additionally, if the Naga would be damaged by fire, the Naga can reduce the damage by 1d8+X, where X is the number of Heads the Naga has.
5- Immortal Authority. The Naga is of a greater, higher order. As an action, the Naga can give a creature an order. The order must be X words or less, where X is the number of Heads the Naga has. Once used, this ability takes 1d4 rounds to recharge.
6- Fluid Flesh. The Naga is more spirit than flesh, able to shapeshift. As an action, the Naga can change shape, changing into a different form. If it has Six Heads or less, it can only take the form of a serpent, a human or it's ordinary Naga form. If it has more than Six Heads, it can take any form it wishes. Regardless of what form it takes, it's stats remain the same.
7- Fortune. The Naga has power over Fortune and can pluck the threads of Fate. He can, as an action, roll (1/2*X) d20s, where X is the number of Heads he has. For the next hour, if it rolls a result on a d20 it does not like, it can replace any d20 roll with one of the results it rolled as with this gift.
8- Destruction. The Naga is a primordial destroyer. 1/Day, the Naga can destroy any non-magical item he touches, as long as that item is smaller than X*10' cubic feet, where X is the number of Heads. If he tries to destroy a magical item, the item's user gets a save. On a success, the item is not destroyed, but the user takes 1d6 damage. If he tries to destroy a creature, that creature gets a save. On a failed save, the creature dies. On a success, the creature takes 1d6 damage.
9- Preservation. The Naga is a preserver and a healer. 1/Day, the Naga can restore any object or creature it touches to a pristine state. The object or creature is instantly repaired and restored to full HP, all damage being erased as if it never happened.
10- Creation. The Naga is a semi-divine being, truly above all mortals. 1/Day, the Naga can create an object, conjuring it from thin air. It can also create up to X*10' cubic feet of some base substance, such as water, glass or stone. Any object or substance created by the Naga must be non-magical, but is otherwise dependent on the Naga's will.
Types of Naga:
Guardian Naga- These are Naga entrusted to guard the secret places of the Gods. Guardian Nagas are flinty-eyed zealots or imperturbable mystics, totally uncaring for worldly things. They have a mission and they will carry it out to the end. Besides guarding places that the Gods do not wish just anyone to be able to access, Guardian Naga also protect the entrances to Heaven and other celestial strongholds of the Law Gods, keeping them safe from invaders and despoilers. In rare cases, you might even see one abroad, hunting some particular foe the Law Gods consider serious enough to send one or Heaven forbid, more than one, after it, but usually they are engaged in their unceasing watch. This one guards...
1d4
1- An entrance to a divine paradise, hidden since the Deluge. Mortals are not allowed in, except with special permission.
2- A portal to Heaven. Only the truly holy are allowed to use this to ascend to Heaven without dying and going through the judging process. You could also use it to journey to Heaven and come back, however.
3- A rare artifact that is destined to be used to defeat a great evil, bring balance to the world or perform some other mighty, heroic deed. The Naga is supposed to guard it until the destined wielder shows up at the right time.
4- A trove of secret knowledge, collected or developed by the Gods. Only those with the right to access it are allowed inside.
Treasures of the Guardian Naga:
1d8
1- Last Breath Pills. Alchemical concoctions, created from the sweat and blood of the righteous. When consumed, they grant the user increased strength and speed, along with an incredible resistance to pain. However, they do damage to the user. As such, they are only taken as a last resort or by those not expecting to survive their coming mission.
2- Shadowbreaker. A gleaming spear forged of starmetal, heated in dragonfire and cooled in goddess tears, this is a weapon for the destruction of evil. 3/Day, the wielder may strike at any darkness and drive it away. He can strike at physical or spiritual darkness. If utilized against an Evil creature, that creature will be offered a chance to repent. If it turns from evil, it is washed clean of it's sins and given a chance to start over. If it refuses, it must save or die. Supernatural evils, such as Undead or Demons do not get this chance, as they are already condemned. Shadowbreaker also grants it's users a powerful defense against the powers of darkness and black magic, but will only serve a righteous master. If someone attempts to use the spear while living a life of sin, Shadowbreaker will offer them a chance at redemption. If they refuse, it will try to kill them on the spot.
3- Box of Nargolki. Nargolki is not a person, but a place, a cursed forest, where the last Sorcerer-Kings of the Strixan Empire attempted one last magical ritual to crush the armies raised against them and hurl their slaves back into the darkness of fear and despair forever. But something went terribly, awfully wrong. The Box is a portal to that place, allowing the spirits of those damned kings to reach out and through the medium of a willing magic-user, affect the world in terrible and awful ways. The Box must be kept from anyone who might misuse it, or the wicked spirits who haunt that accursed wood might be able to gain a foothold in the world once more. Should that happen, there would be no stopping the new age of darkness that would spill from the Box.
4- Orbs of Draconic Slavery. Created by a particularly foolish Archmagus, this Orb allows the user to control a Dragon by anointing the Orb with it's blood. Once this happened, the Dragon must obey the orders of the one who holds the Orb. This mostly works, but the control is not perfect and the Dragons have often broken free and destroyed their would-be masters. The Naga guard these Orbs because mortals misuse them and when they do, entire civilizations suffer the consequences.
5- The Draki Technique. A book of magical rituals that, when properly followed, can transform a mortal into a superhuman with the ability to regenerate, shapeshift and resist the power of magic. This is kept locked away because it was created by a truly evil thing that might have once been mortal, who used it to transform others into his super-powered servitors.
6- Scroll of Life. This scroll contains secret knowledge that, if absorbed, could allow one to live forever. However, it actually transforms the one who imbibes it into a living tumor. They do not age and can regenerate from any injury, but any living creature they touch must save or be infected with the same disease. This seems beneficial at first, until the infected realize that their bodies degrade over time and the only way to keep themselves alive and whole is to infect others with the same disease. For obvious reasons, the Law Gods wish this contained and so the Guardian Naga complied.
7- Insect Queen's Crown. A crown of amber with wasps still trapped inside. The crown allows the wearer to summon forth these wasps, which sting creatures and lay eggs in them. After hatching, the larvae eat their hosts alive from the inside, then emerge as fully formed wasps to continue their reproductive cycle. The crown's wearer will be protected from the wasps, but no one else will. Also, the wasps are the size of toddlers when fully grown.
8- Prisoner #713. A holy and pious monk who, through meditation and study, attained a rare and unique form of enlightenment. He needs nothing but sunlight and prayer to survive, he does not age and his very presence seems to make people feel better, relieving stress and curing madness. However, because he is so pure, his blood reverses the aging process. On top of this, it is theorized that if you could eat his body, you might obtain immortality. The Naga do not know if the latter is true and though they obviously cannot test it, they take no chances with him. Prisoner #713 stays in his meditation cell or the gardens at all times, except when he is asked to travel to aid the Guardian Naga or Naga Royalty in one of their other tasks. It is only during these times when he is vulnerable, though he is still accompanied by Naga bodyguards at all times.
Civic Naga- These Naga live in their hidden cities. Unlike Guardians, who are austere ascetics who have no tolerance for nonsense, Civic Nagas are as close to "normal" as Naga get. Civic Nagas go to parks on their days off, get drunk, throw parties and do other ordinary things. They are still likely to be hugely intimidating and quite dangerous, but Civic Naga will at least talk and act like people. Civic Naga tend to be Lawful, as Chaotic Naga cannot stand the stifling confines of their Cities for long. That being said, there are exceptions and even the most pious of Naga will still feel the pull of utilizing their powers for selfish reasons. This Civic Naga is a...
1d8
1- Laborer. If Lawful, the Naga is a builder and creator of highly functional things. If Chaotic, he loathes his lot in life and feels he has not received his rightful due.
2- Artist. If Lawful, the Naga creates beauty and works that elevate the soul. If Chaotic, he creates works that either try to normalize evil ideals or revels in obscenity.
3- Farmer. If Lawful, the Naga is able to cultivate an abundance in the harsh environments where his city is. If Chaotic, he either does the bare minimum or is ruthlessly plotting to take over and monopolize control of the City's food supplies, to aggrandize himself and advance his plans.
4- Bureaucrat. If Lawful, the Naga ensures the City continues to run smoothly. If Chaotic, the Naga is secretly corrupt, aiding whoever will fatten his purse the most.
5- Scholar. If Lawful, the Naga studies the natural world, the nature of Naga or other things to provide useful knowledge to improve his and other societies. If Chaotic, he uses his knowledge to amass power for himself and studies forbidden topics for the same reason.
6- Priest. If Lawful, he encourages veneration of the Law Gods and righteousness. If Chaotic, he glorifies the Red Gods and helps lead a cult or secret society that is working on either abolishing civilization or taking over the City.
7- Warrior. If Lawful he lends his strength to help his people and fight evil. If Chaotic, he is a warlord seeking to conquer the City or is secretly pretending to be righteous while plotting to start a war or stage a coup, for his own benefit.
8- Criminal. Roll again, and this is his professed career. In reality, he is a 1d6 [1= Thief; 2= Confidence Man; 3= Robber (he operates in the City or around it); 4= Raider (he attacks people outside of the City); 6= Tomb Robber.]
Treasures of the Civic Naga:
1d8
1- Lifespan Pills. Made from the blood of Elder Naga and other potent ingredients, these pills are powerful medicine. Taking one will revert one's body to the peak of youth and extend your natural lifespan by 1d100+10 years.
2- Panacea. A shimmering, golden elixir concentrated from rare fruits and herbs, this elixir can cure any disease or neutralize any poison.
3- Hammer of Sealing. A magical hammer than can fuse two items together by striking two items and pressing them together. This is likely to be considered a rare magical item by mortals, but to the Naga it would be regarded as useful construction equipment.
4- Scroll of Flames. A metal scrolls inscribed with secret knowledge relating to fire. Anyone who reads this and understands it gains understanding of the nature of fire. 1/Day, he can make himself immune to fire damage for up to 10 minutes. This scroll can only be used once, any who consult it after will find it blank.
5- Bones of the Elder. Ivory sticks marked with dozens of different runes, each with a hidden meaning that when cast, reveal the future. 1/Day, the Bones will grant an answer to any question relating to the future. For example, if the party asks, "What waits in the dark cave?" the Bones might respond with "Danger", as the cave houses a dozing grizzly bear.
6- Dolphin Charm. This charm enables the wearer to transform into a dolphin for up to 1 hour. While transformed, the wearer will be able to speak with other dolphins and cetaceans as if they shared a language.
7- Fishing Spear. This spear grants the user the ability to swim as fast as a marlin and breathe underwater. It also allows the user to leap up to 30' out of water, as long as he has room to pick up speed.
8- Heartstone Amulet. 3/Day, this necklace allows the wearer to touch a creature and learn their deepest desire. Note that this desire may not even be known to the creature itself, even if that creature is subconsciously acting on that desire.
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Chaotic Naga- Chaotic Naga are Naga who live by their own rules or abide by the ancient truth, that the strong take from the weak. Chaotic Naga may be vicious monsters who partake in awful deeds for the sadistic pleasure of hurting and killing, but just as often they can have some sort of high-minded conviction that allows them to justify the atrocities they commit. Chaotic Naga are always dynamic, pursuing their own goals with reckless abandon and ruthless determination. They have broken free from the chains of law, custom and morality and now nothing will stop them from getting what they want. So, what does the Chaotic Naga want?
1d6
1- Magical Power. The Naga wants to increase his number of Heads and gain the proceeding magical strength. He doesn't want to work hard for it though. There are ways of acquiring power this way, but they are vicious, dangerous and evil.
2- Wealth. The Naga wants to be rich- he is greedy and wants enough money to be able to afford all of the expensive things he wants.
3- Status in Naga Society. The Naga has some complicated scheme to advance himself in the mostly-stratified society he was born into. This plan is machievallian and as cruel as necessary to succeed.
4- Lackeys, slaves or servants. The Naga wants as many "lesser" beings as possible to serve and worship him. This may be part of some greater plan, or the Naga may simply be narcissistic and seeks validation. Alternatively, they could be sadistic and are seeking a reliable source of victims.
5- Revenge. The Naga was wronged and now he wants to find the person(s) responsible and make them pay.
6- Something seemingly noble. The Naga serves a high, noble ideal such as protecting one's people or destroying evil, but the means he goes about pursuing that goal are barbaric and cruel. But despite all the harm the Naga causes, is he really as bad as everyone says? Maybe if you were in his shoes, you could find yourself doing exactly what he did.
Treasures of the Chaotic Naga:
1d8
1- Wolfpelt Belt. This belt of bone and wolf-fur allows the user to transform into a massive, powerful wolf. The user gains a second pool of HP when transformed, as well as the senses and sneaking ability of an experienced wolf. If reduced to 0 HP while in wolf-form, the wearer of the belt reverts to his previous form. However, the longer the belt is worn, the more savage and vicious the wearer will become. Eventually, he will be reduced to a human predator, with no desire but to fight, mate and hunt his fellow man for sport.
2- Incubus Wand. A length of mummified flesh sheathed in platinum, this wand allows the wielder to attempt to charm creatures up to 3/Day. Creatures get a save to resist the effects of the wand. On a failed save, the creature is overcome by lust and will be overcome with the desire to want to have intercourse with either the wielder of the wand or another target the wand's wielder designates. While in this lustful state, a creature will be very open to suggestion and much less savvy when it comes to manipulation.
3- Euphoria Bombs. Special glass spheres filled with pink fog, when shattered, the spheres release the gas cloud which fills a 50' square area. Any creature caught in the cloud must save or be overcome with a state of blissful euphoria. Creatures overcome by euphoria will be extremely reluctant to do anything but laze around and luxuriate in this bliss.
4- Mutagenic Fog Creator. A toxic-looking yellow fog that can cover up to 100' square feet of area. Creatures that enter this fog must save or be mutated. For each minute they spend inside the fog, they must save again. Too long inside the fog reduces a creature to a quivering mass of distorted flesh.
5- Mindseeker Needles. Needles made of bright metal that, when released by the user, fly and drive themselves into the head of the nearest creature or a creature that the user designates. The user can then control that creature's body, but not their mind. The controlled creature must watch in horror through their own eyes as their body is taken from them. These needles must protrude from the skull, but can be concealed via hair, hats or head-coverings. If removed, that creature's enslavement ends.
6- Coronet of Unlife. When worn, the user can reanimate corpses as Undead with HD equal to what they had in life. If reanimating a skeleton, that skeleton will have 1 HD, unless it is the skeleton of something particularly large or hardy, such as an Ogre or Giant. The user can control HD of undead equal to his HD/level. For example, a 6 HD Naga could control up to 6 HD worth of Undead. These Undead remain loyal to the user as long as he wears the coronet.
7- Pearl of Tragimori. This black pearl contains the essence of a powerful Demon named Tragimori. Whoever holds this pearl has control over the Demon. As a Demon of Envy, Tragimori exists to harm others who have more than him and take whatever he desires from them. He possesses the ability to steal power, knowledge and beauty from creatures as well as the ability to learn someone's weakness by tasting their bodily fluids. He also possesses vast knowledge of topics such as crime, manipulation, black magic and blood sacrifice.
8- Doombringer. A mage-lock rifle, powered by magic instead of black powder. Can work as a normal rifle, but 3/Day, any ball fired from it forces a creature to save on a hit. On a failed save, that creature becomes a bomb. The creature begins to exude heat and light for 1d3 rounds, growing hotter and brighter each round. After the number of rounds ends, the creature explodes, doing HDd6 damage, save for half, in a diameter equal to HD*10'. For example, a 5 HD Fighting Man detonates doing 5d6 in 50' radius. This effect is magical and can be dispelled if the spell-caster in question passes a DC 15 COG check.
Civic Naga and other Races:
Naga regard other races as little more than children, playing at civilization. Compared to them, they consider all other civilizations creatures of the day. For this reason, some Naga consider inviting other races to join them to be a mistake, as those other races cannot handle the Naga's glory. Others disagree and so in some Naga Cities, you can find mortals living alongside them. Generally, these mortals are ascetically minded and highly spiritual, seeking to pursue wisdom and enlightenment with the Naga.
People you might find in the Naga Cities:
1d6
1- Seekers of Truth. Monks, priests and students dissatisfied with the mundane world, these are people who have braved the wilds to seek out the Naga. They dwell in the cities in isolated compounds, far from the busy boulevards and lavish plazas, studying the Nagan Sutras, debating ethics and philosophy with the scaled scholars and seeking a brief word from the Noble and Royal Naga of the City.
2- Traders and Merchants. The Civic Naga have their vices just as any of us do and thus a secret trade has begun between them and some outsiders, who very rarely tell others about the Naga, partially because they fear the Naga but also to keep the profits for themselves. Naga trade beautifully worked goods, blind cave fish and pale white crabs, alchemical concoctions and lost treasures for alcohol and hallucinogenic drugs, but also more mundane things like silk, fine porcelain and chickens.
3- Adventurers. How did they get here? Perhaps they were looking to plunder the city, but just as likely, they got lost along the way.
4- Holy Knights. More martially inclined than the Seekers, these men have decided that it is not enough to try and perfect one's self, but that evil must be actively fought and defeated. They likely only maintain a token presence in the city, training under mortal and Naga drillmasters alike. After their training is complete, acolytes leave the City, vowing to not return until they have accomplished a number of righteous deeds. Few ever return, but those that do can receive a hero's welcome.
5- Oracles. Seers, fate-weavers and those gifted with the Sight often find refuge among the Naga. While many cultures do venerate such people, others despise them and hunt them as witches. Even worse, some cultures seek to control and manipulate such people, transforming them into tools of oppression. For such and other reasons, many of these Sighted often find refuge in the otherwise hidden cities of the Naga.
6- Scholars. Sometimes they are found blue from hypothermia on the mountain slopes, half-drowned in crudely constructed undersea vehicles or simply lost in the blistering sands, scholars have long sought the Naga to consult their wisdom and vast stores of knowledge. This quest is often hare-brained and highly dangerous and many scholars have no clue where to begin looking. A lucky few might be invited, but most who arrive at the Naga Cities did so because they were scooped up and rescued from certain doom by the City's wise guardians.
However, not all who come to the Cities of the Naga will be allowed access. Those who are too greedy, selfish, wicked or otherwise impure might be barred access to the City. The Naga will not throw you out into the cold, but you will be denied access to the wonders of the City. Instead you will be nursed back to health, provided with food and water and sent politely, but firmly, on your way.
Plot Hooks:
1d8
1- The party is hired by a scholar to help him find an ancient lost city deep in the mountains. The city is very important in local religious traditions, but most scholars today consider it to be little more than a myth.
2- The party needs to enter an ancient sanctuary of Law, but a Guardian Naga bars the way. Only those of sufficient virtue and pure intentions will be allowed past. The party must persuade, trick or force their way past the Naga.
3- The party are hired to be part of a risky and foolish expedition to a long-lost island that many suspect is mythical. An Artificer has constructed a fabulous magical ship which he believes will allow him to get there. The journey is almost certain to go horribly wrong, but the treasures he is promising are quite enticing, assuming they are real. Fortunately for him, the island is real and ruled by Civic Naga. Unfortunately, the Artificer's maps are wrong.
4- A number of monstrous factions are being gathered together under a shadowy leader. The party is hired to go undercover and infiltrate this coalition of evil to find out who is the mastermind and discover his evil plans, before he unleashes them on the world.
5- A man hires you to locate his sister, who was taken by slavers. His previous investigator managed to find out that his sister had been sent to Norikara, the City of Screams. Find and rescue her, if you can.
6- The party are kidnapped by slavers and taken to Norikara to be sold. Can they survive the brutal internal politics of the City and escape alive, or are they doomed to be just another dead slave sacrificed for the ravenous appetites of the City's serpentine Nobility or the undying Black Serpent King?
7- The party is contracted to help a thief rob one of the Guardian Naga's secret vaults and liberate a very powerful, and valuable, magical artifact.
8- The party is hired by a Civic Naga to attack a hidden Naga City. This is because the Naga is secretly Chaotic, as well as a commander of the City's military. He plans to use the party as pawns to create an outside threat, allowing himself to seize power and overthrow the City's council of elders.
by Banyex |
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