In many cultures there are (or at least were) certain
professions or castes that were considered something other than human. Blacksmiths, midwives, ragpickers, and
especially gravediggers were considered to live with one foot in another
realm—sometimes the divine, more often a place of pollution and danger.
I imagine that spirit nagas are like that—creatures with one
coil in another realm…dark (or even guardian) nagas who let the dark take them
too far. And now they are outcasts
from even naga society, let alone that of men and humanoids. Instead of guarding, ruling, or
abiding, they lurk. They haunt graveyards and ruins,
commune with fell powers, and otherwise exist in a world of corruption and
decay, dwelling at the cusp of life and death.
In game, they’re nasty obstacles on their own. (Charming gaze plus venom plus fireball, with displacement making them hard to hit…and they get cleric spells as
arcane spells, which means free healing!)
But they also make great allies for the other monsters…and because of their
liminal natures, need little excuse to do so. Have them round out a hag coven. Have them bolster cultists of the Great Old Ones. Have them rule over weaker reptilians
like lizardfolk and serve stronger ones like dragons. When oni invade your Western RPG, I imagine spirit nagas
will be the first to recognize these otherworldly monsters…and the first to
throw their lots in with them. In
other words, if there’s a dark plot in the works that involves powers few
understand, a spirit naga could be slithering in the shadows.
I’m even (as if I haven’t suggested this before) in favor of
cheating a little bit for flavor reasons.
Maybe the spirit nagas in your campaign can see haunts or detect oni or
shapechangers or speak with certain kinds of spirits. Nothing major or game-changing…just enough to be spoooooky on top of being evil. On a more practical, combat encounter-oriented
level, maybe instead of the arcane and clerical spell list, you use the arcane
and witch spell lists. Or you load
your spirit naga NPC with spells you haven’t let the players use yet from a new
supplement (or even from a 3.5 book like Book
of Vile Darkness). After all,
these creatures became outcasts for a reason. One assumes they got something quite
deadly for their troubles…
A party member’s
cousin is abducted into the Ethereal, but she lacks the resources to travel
there herself. There is one portal
to the foggy spirit plane near a certain nearby mass grave, but it is guarded
by a spirit naga and her enthralled nagaji servants.
Strange masks and
swords from the East have begun arriving at the trade city of Beth
Tahir. The masks are becoming
quite fashionable, which means they’re working according to plan…because the
presence of these masks makes it easier to attract and bind spirit oni. A nest of spirit nagas is responsible. They hope to lure more oni to the city and
benefit from the chaos and bloodshed such an influx will cause.
People
are not dying in the town of Evenheart. The hover near death, sometimes in excruciating pain. Investigation by the Temple’s Hands
reveals that the duly appointed psychopomps are not reaching Evenheart. They are being lured away and magically
caged by a strange pseudo-coven comprised of a night hag, a changeling
sorceress with the karmic bloodline (see Ultimate
Magic), and a spirit naga attended by will-o’-wisps.
—Pathfinder Bestiary
213
My first exposure to a spirit naga was the sidekick of a Red
Wizard in the pages of Red Magic,
from the Forgotten Realms Harpers series.
Man, 7th-grade me loved those books.
Obligatory shout-out to Serpent
Kingdoms, my go-to book an all things naga- and reptile-related. I love that book (here’s how much) and
urge it on everyone, system and edition be damned.
I'll always equate Spirit Nagas to Beetlejuice for obvious reasons. And my first encounter with them in game terms was in SSI's Dungeon Hack by Dreamforge, they really creeped me out http://www.mobygames.com/game/dos/dungeon-hack/screenshots/gameShotId,8068/
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