Despite being mostly benevolent lawful good creatures,
guardian nagas are actually quite likely to come into conflict with
adventurers. After all, even the
most good-hearted PCs tend to have a casual attitude toward things like grave
goods, the preservation of relics, and not despoiling natural beauty. So the aberrations can be forgiven for
slinging a lightning bolt first, and
asking questions later. Win a
guardian naga over, and it can be a valuable ally. But when it says, “Don’t touch anything,” it means it.
Golden Hood is the
latest in an unbroken 400-year line of guardian nagas to bear that
name. However, he chafes under the
weight of the mantle. No one can
accuse him of being derelict in his duties—if anything, he covers his
reluctance with too-forceful shows of zeal—but there is likely some
subconscious self-sabotage in his spell choices (particularly fireball). The sacred scrolls he guards would be a lot less sacred if
someone inadvertently reduced them to ash.
For almost two
centuries, Fire of Sunlight has protected the holy city of Antar, now
abandoned to the desert. He also
eagerly sponsors young sorcerers, fostering their talents and training them in
spell use. But he demands they and
all visitors follow the dictates of Antar’s lost caste of dervishes. Those who stray into what he deems
heterodoxy must flee or be cleansed of sin with his poison spit.
The Malkins are an
extended family of cat burglars (naturally) and thieves. Last night, three of them ran afoul of
a guardian naga during a temple heist, and one of their number fell in the
combat. The Malkin sisters say
they will do anything to get the body of their brother back, and have emptied
their pockets to buy aid.
Actually, he is still alive—being blessed with a natural resistance to
acid and a ring of regeneration—but
he is also currently a lump in the stomach of the naga, who sees no reason to
let him out.
—Pathfinder Bestiary
212
One of my dirty secrets is that despite Pathfinder/D&D
3.5 owning my heart and most of my wallet, my most concentrated role-playing
experience lies with a phenomenal three-year, four-story-arc, same-character Vampire: The Masquerade campaign, the
likes of which I may never see again.
This may explain why I like monsters who would plausibly say things like, “Well, this
has been a lovely chat. I’m almost
sorry I have to kill you now.”
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