TEXT: 1
  Nagas & Magics
  Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth
  LordTM are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM
  Trademark License 1.2, available at www.goblinoidgames.com.
  Written by: Derek Holland   Art & Design by: Rick Hershey
  Edited by: Greg Chapin   Published by: Fat Goblin Games
  Bestiarum Vocabulum: Nagas & Magics ©2013 Fat Goblin Games. All rights reserved. www.fatgoblingames.com - Open Game Content: All 
  material — including but not limited to art, place and character names, character and setting descriptions, background, and new class descrip-
  tions—is Product Identity. All other content is considered Open Game Content.
  Bestiarum Vocabulum
  Nagas 
  & Magics
  
  2
  Bestiarum Vocabulum
  Sinuous, powerful, and mysterious, these 
  magic-wielding reptilians are a diverse lot. 
  Nagas might be highly intelligent or nearly 
  bestial, good or evil, monstrously huge or 
  merely man-sized. They may have been 
  divinely molded for a specific purpose, or 
  are simply members of the larger monster 
  community. 
  No single history speaks to every one of the 
  various species. Some mythologies describe 
  nagas as guardians the gods created from 
  whole cloth to perform tasks, or to bring 
  suffering or succor to mortals. Other peoples 
  believe themselves descended from the 
  reptiles and worship them as holy ancestors. 
  Whether divinity or evolutionary defines 
  your setting’s nagas, the creatures can make 
  powerful allies or dreadful enemies for your 
  player characters. 
   They can also be very versatile. Some 
  nagas could live anywhere, though each has 
  its preferred habitat. Most are carnivorous, 
  a very few are vegetarian, and the divinely-
  created may have no diet at all. They learn 
  the languages of those living around them, 
  to better to interact with, or dominate and 
  manipulate, their neighbors. And they are 
  rarely shy, stay-at-home types. But, because 
  they can inhabit their own niches, nagas 
  from different species don’t often socialize. 
  When they do meet, their personalities dictate 
  how the encounter resolves itself, and who 
  dominates. 
   Nagas were introduced in the Advanced 
  Edition Companion, grouped as one of three 
  kinds: the lawful guardian, the chaotic spirit, 
  and the neutral water. The information below 
  expands on that beginning, detailing a dozen 
  new species — with scores of spells and 
  magic items designed for their particular 
  needs, abilities, and interests. 
   But first, here are a few modifications to 
  those three core types. This article assumes 
  that, rather than having a single lethal venom, 
  each naga species has developed two magical 
  toxins. The first accumulates in bulb-like 
  reservoirs attached to its fangs, which inject 
  this magical poison with the reptile’s bite 
  attack. The second venom comes from the 
  creature’s salivary glands and is delivered 
  through its spit attack, like a cobra. Unless 
  otherwise mentioned, all nagas spit out to 30 
  feet.
  The guardian nagas’ bite venom causes 
  victims who fail their save versus poison to 
  sleep, no matter how many hit dice they have. 
  The toxic spittle acts as a dispel evil spell that 
  only targets the creature struck. 
  The bite venom from a spirit naga paralyzes 
  a victim for 2d8 rounds and then kills him if 
  he fails to save versus poison. Its spit venom 
  causes metal to ignite. Treat this as a heat 
  metal spell that lasts until the metal burns 
  away. 
  Lastly, the water nagas’ bite venom causes 
  additional damage: 25 points if the victim 
  fails to save versus poison, or 5 points with a 
  successful save. The spit attack calms those 
  it strikes. If targets fail to save versus spells, 
  they lose all aggression and can’t attack 
  anything for 3d6 rounds. However, they can 
  still defend themselves by running away.
  The final section of the article includes 
  a selection of magic items. The observant 
  might wonder how nagas could manipulate 
  or create or even wear some of these items 
  — they have no limbs! The solution is two-
  part: improvise, adapt, and overcome; and 
  hirelings — it’s all about the hirelings. Most 
  nagas are exceedingly intelligent creatures, 
  skilled in magic and persuasion; they do quite 
  well through a combination of spells that 
  mimic appendages and specially-designed 
  magic items infused with an ability to stay 
  put on a creature with no shoulders. When 
  everything else fails, nagas almost always 
  surround themselves with servants, slaves, 
  thralls, and mercenaries who can do the 
  dirty work, the heavy lifting, the dealing 
  with persistent and annoying intruders 
  (adventuring parties).
  
  3
  Nagas & Magics
  EVIL NAGAS
  GOLDEN  NAGA
  No. Enc.:
  1 (1d4)
  Alignment:
  Lawful Evil
  Movement:
  150’ (50’)
  Armor Class:
  4
  Hit Dice:
  10
  Attacks:
  1 or 1 (bite or spit)
  Damage:
  1d4 or venom
  Save:
  F10
  Morale:
  10
  Hoard Class:
  XXV
  Twenty-foot long golden serpents with bearded, 
  dwarven-like faces, these nagas are aptly named, 
  as they exist to collect wealth. In order to achieve 
  the most opulent existence possible — living in 
  great houses, tended by hired servants, surrounded 
  by treasures most fascinating — the nagas use 
  their own golden scales. Each is the size of a gold 
  piece and dozens are shed daily. But the scales are 
  cursed: those who touch them and fail a save versus 
  spells feel the scales are each worth at least 100 
  gold pieces. As golden nagas live for thousands of 
  years, they slowly drain the wealth from a region.
  Although they usually have well-paid guards 
  for protection, if golden nagas need to defend 
  themselves, they can use their bite, venom, or spit. 
  The nagas’ fangs do normal damage, but they also 
  inject venom into victims, who must save versus 
  spells or be turned into statues of real gold. These 
  unfortunates are another source of the nagas’ 
  wealth, and can only be restored to the living by 
  using a wish spell. 
  If the naga uses its spit, the target must save 
  versus spells or be immediately stricken by 
  extreme greed. Victims can do nothing but collect 
  objects that draw their attention for 3d6 turns. 
  Many try to collect more treasure than they can 
  lift and are soon buried under a pile of art or coins. 
  Most are usually killed by the naga or its guards 
  long before the effect ends. 
  Even if all the previous threats don’t dissuade 
  the persistent, golden nagas are also magically 
  adept, able to cast spells as 9th level magic-users.
  PIT   NAGA
  No. Enc.:
  1 (1d6)
  Alignment:
  Neutral Evil
  Movement:
  90’ (30’)
  Armor Class:
  6
  Hit Dice:
  5
  Attacks:
  1 or 1 (bite or spit)
  Damage:
  1d4 or special
  Save:
  F5
  Morale:
  8
  Hoard Class:
  XII
  Emerging from the depths to take prisoners, 
  these 12-foot long, jet black serpents have human 
  faces and a venom they use to transform and 
  control the local humanoid populations. Pit nagas 
  live in caves surrounded by their slaves — dozens 
  to hundreds of kobolds. This isn’t by chance: the 
  naga’s spit causes human(oids) to save versus 
  venom or be transformed into 1d6+1 kobolds over 
  one turn. Only a wish can reverse this process and 
  the resulting kobolds are permanently enslaved 
  to their creator, magically charmed in a fashion 
  similar to the spirit naga’s gaze attack. 
  Pit naga society is based around these slaves. 
  The kobolds make the nagas’ cavern homes as 
  comfortable as possible, and they raid surface 
  communities for more humans to transform. But 
  the slaves are also a form of social currency in pit 
  naga society; the more kobolds a naga has, the 
  higher its standing.
  To help subdue difficult prey, the pit naga’s bite 
  venom causes confusion as per the spell for 4d6 
  rounds. Kobolds, both created and natural are 
  immune to both the spit and the venom. Pit nagas 
  cast spells as 3rd level clerics.
  
  4
  Bestiarum Vocabulum
  RUINS  NAGA
  No. Enc.:
  1 (2d4)
  Alignment:
  Lawful Evil
  Movement:
  90’ (30’)
  Armor Class:
  5
  Hit Dice:
  8
  Attacks:
  1 or 1 (bite or spit)
  Damage:
  1d4 or special
  Save:
  F8
  Morale:
  10
  Hoard Class:
  Special
  These nagas are archivists of the highest order, 
  collecting anything of interest — including 
  creatures and people. Members of this naga 
  variety are dull brown, 15 feet long, and have 
  faces that look elvish. They live in family groups, 
  with each family having its own territory. Ruins 
  naga react poorly to trespassers: intruders of their 
  own species may be attacked, while other races 
  are treated as annoying lesser beings and possibly 
  things to collect. 
   Like other nagas, the ruins variety has three 
  attacks: biting, bite venom, spit venom, and 
  magic. Their bite is akin to a knife wound, but 
  the bite venom causes paralysis for 3d6 turns. A 
  successful save versus poison will reduce this to 
  1d4 rounds. The naga’s spit venom also forces 
  targets to save versus poison. But those who fail 
  turn into tiny figurines no more than two inches 
  tall. This process takes one round and may only be 
  reversed by the naga’s command or a wish spell. 
  Ruins nagas cast spells as 4th level clerics and 5th 
  level magic users.
  As more areas fall into ruin, these nagas have 
  begun to spread, moving in and starting new 
  artifact collections. To compensate for their lack 
  of limbs, the naga use hirelings for muscle, or 
  have spells and magic items to provide themselves 
  with magical hands. Those who want to purchase 
  something find the nagas’ prices reasonable and 
  most magic items are correctly labeled. Buyers 
  just have to worry about being added to the nagas’ 
  collections — should they show some trait that 
  interests the reptiles. 
  
  5
  Nagas & Magics
  SLIME   NAGA
  No. Enc.:
  1d4 (3d4)
  Alignment:
  Chaotic Evil
  Movement:
  60’ (20’)
  Swim 150’ (50’)
  Armor Class:
  6
  Hit Dice:
  4
  Attacks:
  1 or 1 (bite or spit)
  Damage:
  1d3 or special
  Save:
  F4
  Morale:
  5
  Hoard Class:
  Incidental
  The poor cousins other naga species ignore, 
  slime nagas live in muddy wetlands and do 
  little more than look for food and expand their 
  territories. They are ugly creatures, dark brown, 
  eight feet long, with warthog faces and fish gills. 
  The nagas’ bite venom causes an additional 10 
  points of damage to those who fail their poison 
  save, while their spit turns victims into water. The 
  latter happens almost instantaneously and can only 
  be reversed with a wish spell. 
  Slime nagas tend to ignore humanoids unless 
  attacked or their food supply is threatened. Instead, 
  they focus on hunting small game and using their 
  limited magic to turn more land into swamp. 
  These rituals take a week to convert one square 
  mile into wetlands. Slime nagas cast spells as 2nd 
  level magic-users.
  NEUTRAL NAGAS
  LOCK   NAGA
  No. Enc.
  1 (1d4+2)
  Alignment:
  Neutral
  Movement:
  120’ (40’)
  Armor Class:
  4
  Hit Dice:
  12
  Attacks:
  1 or 1 (bite or spit)
  Damage:
  1d4 or special
  Save:
  F12
  Morale:
  12
  Hoard Class:
  Special
  Eerie, otherworldly, these divinely-created nagas 
  exist to protect planar gates. They’re silver scaled 
  (as though armored mechanical constructions), 
  25 feet long, their human-seeming faces covered 
  with metallic masks. They cast spells as 6th level 
  clerics.
  The bite venom of lock nagas forces victims to 
  save versus spells, or fade into the ethereal plane 
  over 1d6+2 rounds. Their spit poison animates 
  objects weighing under 20 pounds for 1d4+1 
  rounds. At one time, the naga can control up to ten 
  of these objects, which should be treated as swords 
  of dancing. If the spittle is used on an item being 
  held, the wielder can save versus spells to negate 
  the effect and keep ahold of the object.
  Unless they’re hunting, lock nagas are always 
  found near a planar gate or rift. They keep these 
  portals sealed, but can open or close them with 
  a thought. A toll is required from others wishing 
  to pass through; it may be valuable food, magic 
  scrolls or miscellaneous items, or weapons to be 
  animated. Should the nagas be killed while their 
  gate is closed, only a wish spell can reopen it.
  Lock nagas get bored after a few centuries and 
  some play games with visitors before allowing 
  them to pass. This is separate from the toll and the 
  winner usually gets a small amount of money or a 
  trinket from the loser. 
  
  6
  Bestiarum Vocabulum
  MASTER   ALCHEMIST
  No. Enc.:
  1 (1d4)
  Alignment:
  Neutral
  Movement:
  90 (30’)
  Armor Class:
  5
  Hit Dice:
  8
  Attacks:
  1 or 1 (bite or spit)
  Damage:
  1d4 or special
  Save:
  M8
  Morale:
  9
  Hoard Class:
  Special
  Master alchemists are remarkable for 
  possessing a very special venom; it can be 
  used as the basis of all potions and other 
  alchemical creations. They are 18 feet long, 
  with blue, yellow, and orange scales, and have 
  canine faces, usually resembling foxes or the 
  shapeshifting tanuki. 
  The bite venom of these nagas turns victims’ 
  blood into a powerful acid unless they saves 
  versus poison. Those who fail take 5d6 points 
  of damage per round for 10 rounds. Their spit 
  venom forces victims to save versus spells 
  or be transmuted into statues made of any 
  material the naga desires. 
  Master alchemists live comfortably in cities, 
  usually with a few servants tending to their 
  needs. They make money selling their spit 
  venom for hundreds of gold pieces per dose. 
  The liquid is so valuable because it replaces 
  all the esoteric raw materials needed to make 
  potions. If the naga wishes to make a potion or 
  other alchemical item, it has no material costs, 
  only needing the time and effort required for 
  brewing and distillation. 
  The nagas’ blood is also magical. It can be 
  used constructing other magic items, but this 
  weakens the naga until the item is finished. 
  The number of hit points lost and the length of 
  time until they are recovered is determined by 
  the Labyrinth Lord. 
  Unlike most nagas, master alchemists do not 
  cast spells — other than skitter scale, which 
  allows them to create their magic items.
  ROYAL    NAGA
  No. Enc.:
  1 (1)
  Alignment:
  Lawful Neutral
  Movement:
  120’ (40’)
  Armor Class:
  4
  Hit Dice:
  15
  Attacks:
  1 or 1 (bite or spit)
  Damage:
  1d6 or special
  Save:
  F15
  Morale:
  12
  Hoard Class:
  Incidental
  Royal nagas are divine advisors to kings 
  and emperors, acting as conduits of power and 
  wisdom. They are 35 feet long with gold scales 
  and a silver face bearing the racial markers of 
  their king. 
       Their bite venom converts victims so they 
  worship the particular naga’s god. Their spit 
  venom acts as a dispel magic spell cast at 15th 
  level. In addition to casting spells as a 18th 
  level cleric, a royal naga can use commune at 
  will. If a god desires, it can take control of a 
  royal naga and effectively cast wish once per 
  round for as long as its influence is needed on 
  the material plane.
       The life style of the individual royal naga 
  depends on its god as well as its kingdom. 
  Some live in opulence while others live in 
  monk cells, but most exist somewhere in 
  between. 
  
  7
  Nagas & Magics
  SEA   NAGA
  No. Enc.:
  1 (1d3)
  Alignment:
  Neutral
  Movement:
  60’ (20’)
  Swim 180’ (60’)
  Armor Class:
  4
  Hit Dice:
  25
  Attacks:
  1 or 1 (bite or spit)
  Damage:
  2d6 or special
  Save:
  F25
  Morale:
  10
  Hoard Class:
  XXV
  The giant cousins of water nagas, sea nagas 
  are usually found far from land, but will 
  come toward shore if something draws their 
  attention. These great beasts are 100 feet long, 
  with blue-green scales and faces resembling 
  local fish. 
       They have a massive bite that also injects a 
  deadly poison. If a victim fails to save versus 
  poison, he will die in 1d6 rounds; even if the 
  save is successful, the victim suffers 25 points 
  of damage on top of the bite. The nagas’ spit 
  venom has a range of 100 feet in air, 10 feet 
  underwater. This toxin transforms victims into 
  fish, usually something the size of a barracuda, 
  if they fail to save versus spells. The naga can 
  reverse this effect at will, but otherwise it 
  takes a wish spell. 
       Sea nagas explore the ocean bottom and can 
  see clearly even in the depths. They collect 
  treasure from wrecks and store it in caves. This 
  is a lure, drawing people near so the nagas can 
  take prisoners, usually by transforming some 
  and allowing others to escape. The sea naga 
  ransom their victims; their price for freedom 
  is magic. They want scrolls, or actually stones 
  inscribed with spells, with new magic that can 
  be used underwater. The more valuable the 
  prisoners, the more powerful the magic the 
  nagas demand. They can cast spells as 20th 
  level magic-users and 15th level clerics and 
  use many magical traps to protect their wealth.
  GEM NAGAS
  AMbER   NAGA
  No. Enc.:
  1d2 (2d4)
  Alignment:
  Chaotic Good
  Movement:
  180’ (60’)
  Climb 150’ (50’)
  Armor Class:
  4
  Hit Dice:
  6
  Attacks:
  1 or 1 (bite or spit)
  Damage:
  1d3 or special
  Save:
  F6
  Morale:
  8
  Hoard Class:
  XII
  At six feet long, amber nagas are the smallest 
  of the gem naga group. Like the others, they are 
  mostly covered with green scales, but these nagas 
  are distinguished by having amber-brown heads 
  and necks, and squirrel-like faces. 
       Their bite venom causes any who fail their save 
  versus poison to sleep for 2d6 turns. The nagas’ 
  spit venom is an adhesive that glues victims to 
  whatever surface they are touching, unless they 
  save versus breath weapons. A glued creature is 
  stuck for 1d4 hours — unless it has a Strength 
  of 17 or greater, and is willing to take 3d6 points 
  of damage ripping itself free. The glue can be 
  dissolved in one round by using a weak acid such 
  as vinegar.
       Found in deep forests, amber nagas spend 
  most of their free time in the tree tops. They ally 
  themselves with treants and others who protect the 
  woodland. It is not unusual for a small family to 
  live in the branches of a large treant. The nagas 
  do collect treasure and use it to buy the loyalty of 
  nearby local leaders — an exchange of wealth to 
  keep the forest standing. Should someone trick 
  them or harm their forest, amber nagas have no 
  problems punishing those involved and they are 
  intelligent enough to see through most cons. 
  Unlike most nagas, they are vegetarians. They 
  cast spell as 6th level druids.
  
  8
  Bestiarum Vocabulum
  JADE   NAGA
  No. Enc.:
  1d4 (3d4)
  Alignment:
  Lawful Good
  Movement:
  150’ (50’)
  Armor Class:
  3
  Hit Dice:
  8
  Attacks:
  1 (spit)
  Damage:
  Special
  Save:
  F8
  Morale:
  12
  Hoard Class:
  Special
  Jade nagas are undead slayers. They are 8’ 
  long, their bodies covered with dark green scales, 
  their faces human. Usually found in graveyards 
  and ruins, these nagas can detect undead and 
  necromancy within 500’. They don’t use a bite 
  attack because they aren’t immune to level-
  draining attacks common among their prey. 
  Instead, they cast spells as 4th level magic-users 
  and 6th level clerics, they turn undead as 8th level 
  clerics, and they have their spit. This last ability 
  has a range of 50 feet and causes a bright flash 
  with a 10-foot radius. Most creatures are simply 
  blinded for 1d6+2 turns unless they save versus 
  spells. Undead are automatically blinded for 1d6 
  rounds and take 3d8 points of damage; with a 
  successful save versus spells this damage is cut in 
  half. Although they have fewer weapons to wield 
  against the living, jade nagas often have hirelings 
  or disciples with them to deal with these foes.
       Jade nagas are obsessive about their given 
  role in life, but not to the point of insanity. The 
  creatures are very intelligent and take their time 
  destroying their opponents. The nagas are also 
  fonts of wisdom on the dark arts, the undead, and 
  the living who deal with both. Those who would 
  stalk the unliving and their allies can learn much 
  under the reptiles’ tutelage. Prospective students 
  must be willing to spend six months in training 
  and pay the nagas with undead-defeating magic 
  items. In return, newly-minted undead hunters 
  gain a permanent +2 to hit and +2 damage per die 
  with weapons and spells when fighting undead and 
  necromancers. 
  JET   NAGA
  No. Enc.:
  1d4 (2d4)
  Alignment:
  Lawful Good
  Movement:
  180’ (60’)
  Armor Class:
  2
  Hit Dice:
  15
  Attacks:
  1 (spit)
  Damage:
  Special
  Save:
  F15
  Morale:
  12
  Hoard Class:
  Special
  Whereas jade nagas hunt undead, their 
  larger cousins, the jet nagas, hunt demons. 
  These nagas have human faces, their 25-foot 
  long bodies sheathed in green scales but for 
  the black covering their heads and necks. 
       Like the jade, jet nagas are intelligent and 
  take their time hunting and destroying their 
  enemies. These creatures also don’t bite, so 
  they must rely on their spit. This attack has 
  a range of 100’ and causes a bright flash. 
  Most creatures are simply blinded for 2d4 
  hours, should they fail to save versus spells. 
  The spittle does 2d6 damage against undead. 
  Demons are automatically blinded for 1d6 
  rounds and take 4d12 points of damage; if 
  they save versus spells the damage is halved. 
  Although they can’t turn undead, jet nagas 
  turn demons as 18th level clerics. They can 
  also cast spells as 12th level magic-users and 
  15th level clerics. 
      While jade nagas are willing to teach 
  combat tactics, jet nagas have a different 
  approach for dealing with those who would 
  learn from them. They teach magic-users and 
  clerics spells that help detect demons and the 
  items used to summon them. The nagas hope 
  their students can find and slay those trying to 
  summon demons — before the dark creatures 
  even appear on the material plane. 
  
  9
  Nagas & Magics
  PEARL   NAGA
  No. Enc.:
  1d4 (2d4)
  Alignment:
  Neutral Good
  Movement:
  90’ (30’)
  Swim 240’ (80’)
  Armor Class:
  5
  Hit Dice:
  9
  Attacks:
  1 or 1 (bite or spit)
  Damage:
  1d4 or special
  Save:
  F9
  Morale:
  10
  Hoard Class:
  Incidental
  Pearl nagas protect good coastal communities, 
  both terrestrial and aquatic. Most are ocean-
  dwelling, but some nagas have taken to large 
  rivers or lakes. Pearl naga are predominantly 
  dark green, with white heads and necks; their 
  faces resemble sea elves. Fully-grown adults 
  are usually about 15 feet long. 
       The bite venom of a pearl naga kills evil 
  creatures in 1d4 rounds, if they fail to save 
  versus poison. The spittle has a range of 10 
  feet under water and 30 feet above the surface, 
  and transforms victims who fail their save 
  versus spells into kelp. The naga can reverse 
  this effect at will; otherwise, it takes remove 
  curse, limited wish, or wish spell.
       Pearl nagas are venerated in their 
  communities and are usually given sacrifices 
  of goods rather than wealth. In turn, the nagas 
  give these items to those most needy, bringing 
  prosperity to the whole community. In addition 
  to casting spells as a 5th level cleric, pearl 
  nagas can cast control weather once per week. 
  This is done to protect their communities from 
  hurricanes and water spouts.
  SPELLS
  ANCHOR   SPINES
  Level: M2
  Duration: 1 turn per caster level
  Range: Touch
  This spell allows the caster and one person/
  creature per caster level to grow spines on their 
  limbs or bodies. The spines can be used as poor 
  weapons, doing only 1d3 points of damage, 
  but they are really intended to help recipients 
  climb and avoid falls. Recipients gain a climb 
  rate equal to one half their normal movement 
  rate. So long as she maintains contact with a 
  surface the spines can grip or penetrate (e.g., 
  rough stone or trees), the climber cannot fall.
  CONvERT   WEALTH
  Level: M4
  Duration: Instantaneous
  Range: Touch
  Golden nagas love this spell as it allows 
  them to turn piles of mundane coins and 
  bars of other base metals into more valuable 
  materials. Gemstones are the most common 
  result, but other minerals can be created — 
  things like spell components. Although this is 
  a very useful spell, there a few things casters 
  should note. First, the converted material is 
  worth only 95% of the original coins’ value. 
  Second, no more than 500 gold pieces worth 
  of coins per caster level may be converted 
  with a single casting. Lastly, the spell cannot 
  create art, magic items, or anything other than 
  raw materials.
  DRAIN   HEAT
  Level: C4/M6
  Duration: 1 round per caster level
  Range: 50’
  This spell has two victims, both of whom 
  must be within 50’ of the caster (but can be 100’ 
  
  10
  Bestiarum Vocabulum
  apart). The first person loses heat and becomes 
  slowed, while the second victim gains heat 
  and becomes hasted, both conditions as per 
  the spell. The victims also take 1d6 points of 
  damage per round, but the one hasted doesn’t 
  aged. If one or both targets save versus spells, 
  the entire effect fails.
  HISS   Of   DREAD
  Level: C1/M2
  Duration: 1 round per three caster levels
  Range: 30’ diameter
  A naga’s favorite method of dealing with 
  hordes of weak opponents, the spell forces 
  anyone within range to save versus spells 
  or fear reptiles for the duration. Any victim 
  spotting a reptile must flee immediately, 
  continuing to move until the threat is out of 
  sight and hearing.
  HISS  Of   HOPE
  Level: C1/M2
  Duration: 1 round per three caster levels
  Range: 30’
  All nagas use this spell, which makes every 
  ally within range immune to fear.
  PRODUCE   EGGS
  Level: C1/M1
  Duration: Instantaneous
  Range: 0
  Though nagas are normally rare creatures 
  and reproduce infrequently, some varieties 
  (such as jades and jets) need to replenish their 
  ranks relatively quickly. Rather than wait for 
  normal, lengthy sexual reproductive cycle, 
  females can use this spell to produce as many 
  eggs as they desire, though each costs her one 
  hit point. This damage is permanent so most 
  produce only a few eggs. These magically-
  produced eggs hatch one day after being laid, 
  and it takes the young one day per hit die to 
  mature.
  READ   THE   SCALES
  Level: C5
  Duration: 1 turn per caster level
  Range: 1 mile
  In times of widespread uncertainty, this 
  spell can be very useful, allowing the caster 
  to determine the alignment of many things 
  simultaneously. Each alignment source within 
  range is read: creature, person, and objects, 
  but spells such as mind blank prevent read the 
  scales from registering individuals or small 
  groups. The spell is usually cast by royal 
  nagas to detect invasions, curses, and other 
  large scale changes to the demographics of 
  their nation or city. 
  REfLECT   MEMORIES
  Level: C2/M3
  Duration: 1 round per caster level
  Range: Touch
  This spell allows long-lived creatures to 
  bring back forgotten memories. The caster 
  must touch a mirror or other reflective surface 
  and can then communicate with her own 
  subconscious, which appears in the mirror. 
  One simple question can be answered per 
  round. Complex questions take longer, as 
  determined by the Labyrinth Lord.
  SCENT   THE   bONDS   Of   POWER
  Level: C5
  Duration: 2 rounds per caster level
  Range: 100’
  Nagas, dragons, and other reptilian spell 
  casters use this spell to discover the truth of 
  power, to sniff out who the real rulers are, 
  revealing leadership and chains of political 
  influence. Each target may save versus spells, 
  but a success means only they cannot be read, 
  providing a blank in the web. If many fail 
  their saves, then the ranks of those who were 
  successful may still be intuited by intelligent 
  casters. Non-reptiles cannot cast this spell due 
  
  11
  Nagas & Magics
  to the scent aspect; a similar spell could be 
  developed for humanoids, but would need to 
  be a higher level to compensate for their less 
  sensitive perception.
  SCENT   fOE
  Level: C1/M1
  Duration: 1 round per caster level
  Range: 50’
  This spell only functions for reptilian 
  casters, due to their more sensitive olfactory 
  perception. It allows the caster to scent those 
  who wish to harm them, an intention revealed 
  by a stench specific to the spell. Each hostile 
  creature within range must save versus spells 
  or have their desires unmasked.
  SCORE   SCALES
  Level: M2
  Duration: Instantaneous
  Range: Touch
  The caster can scribe any non-magical 
  writing on a reptile scale. The amount of script 
  possible depends on the scale size, but usually 
  no more than five words or symbols per caster 
  level will fit. The writing lasts until it wears off, 
  which could be years or centuries depending 
  on wear and tear. Nagas and dragons use this 
  spell to create a form of seal — their word 
  backed by their own scale.
  SCORE   SCALES,   GREATER
  Level: M4
  Duration: Instantaneous
  Range: Touch
  A more powerful version of score scales, 
  this spell allows the caster to inscribe a reptile 
  scale with magical, as well as mundane, 
  writing or symbols (though, not the symbol 
  spells - i.e., the scale cannot be used as a 
  weapon). The amount of text depends on the 
  size of the scales, but usually no more than 
  one spell level per scale per caster level can 
  be written. The marked scale is not a one-use 
  item, like a scroll; nagas and dragons may use 
  this spell to keep their “spell books” handy 
  — in the form of scales still on their bodies. 
  Should a crafty, or unwise, spellcaster sneak 
  up on a reptilian mage and cast read magic, 
  it is possible for him to read the spells off the 
  creature’s hide. But woe betide anyone caught 
  in the act!
  SHAPE   GEMSTONE
  Level: M3
  Duration: Instantaneous
  Range: Touch
  A caster trained in the art of gem cutting 
  can increase the value of normal gemstones 
  by 1% per caster level; magical gems are not 
  affected. The stone is warped rather than cut, 
  so no fragments are left behind. Only one gem 
  can be affected per casting and the ritual takes 
  10 minutes. With multiple castings and a great 
  deal of time, an artisan could shape intricate, 
  and likely very valuable, figurines from 
  gemstones. However, a mage with a malicious 
  bent could also reduce the value of an enemy’s 
  jewels using this spell.
  SHAPE   METAL
  Level: M5
  Duration: Instantaneous
  Range: Touch
  This is a favored spell of sea nagas and 
  golden nagas. The former use it to prevent sea 
  water corroding their treasures, while the latter 
  (and other casters) reshape metal ingots into 
  artwork or tools. The spell can also be used to 
  deform metal armor, effectively paralyzing a 
  victim until he’s freed, unless he saves versus 
  spells to negate the effect. A mage can affect 
  any mundane metal at a rate of ten pounds per 
  caster level.
  
  12
  Bestiarum Vocabulum
  SKIN   ORIGAMI
  Level: M3
  Duration: 1 turn per caster level
  Range: Touch
  Used by necromancers and those with 
  access to reptile skin, this spell allows a caster 
  to temporarily shape skin into useful items. 
  The skin may be that sloughed off by growing 
  nagas, or it could be the tanned hide of, say, 
  those stylish alligator boots. When the spell 
  ends, the skin returns to its original shape. It 
  can be reused as long as the skin is kept from 
  decaying. A mage can manipulate up to five 
  pounds per caster level. 
  SKITTER   SCALES
  Level: C1/M1
  Duration: 1 turn per caster level
  Range: 30’
  The spell nagas most commonly use, skitter 
  scales turns a small number of scales into a 
  single pair of hands. They walk and have a 
  movement rate of 60’ (20’) for both crawling 
  and climbing. If attacked, the hands have an 
  armor class of 2 and 1 hit point per caster 
  level. They can lift one pound per caster level, 
  but, because of physics involved, the hands 
  can’t attack effectively by wielding a blade. 
  However, the hands could push objects off a 
  shelf or drag a burning torch into an explosive 
  (or quickly poke you into irritation with that 
  dagger). When the spell ends, the scales 
  dissipate into a cloud of dust.
  STORE   ENERGY
  Level: M3
  Duration: 1 minute per caster level
  Range: 0
  The caster can collect one form of non-
  kinetic energy (e.g., chemical, electrical, solar, 
  necromantic, etc.) in a shed-able body part. 
  Humanoids typically use nails or hair, while 
  reptiles use their scales. For each casting, 
  one kind of energy can be absorbed; this isn’t 
  chosen by the caster, it’s simply the first energy 
  attack directed at her. For example, the mage 
  faces a blue dragon and a red dragon, and she 
  casts store energy just before the blue dragon 
  breathes. The lightning damage is reduced, 
  but the fire that comes from the red’s attack is 
  not. Unless the mage can cast the spell again. 
     When the caster is attacked by a spell or 
  other energy source, the body part reduces 
  the damage by one point per caster level and 
  stores it — up to three points per caster level. 
  The body part can be detached and thrown out 
  to a range of 30 feet. It explodes on contact, 
  releasing all the stored energy in a 5’ radius. 
  A save versus breath weapons halves this 
  damage. If the spell ends before the body part 
  is thrown, the energy dissipates harmlessly. 
  STORE   ENERGY,   GREATER
  Level: M5
  Duration: 1 turn per caster level
  Range: 0
  This spell is identical to store energy except 
  for being more powerful. The body part 
  collects all forms of non-kinetic energy; per 
  attack, it absorbs three points of damage per 
  caster level; and the maximum containment is 
  ten points per caster level.
  STUNNING   fIELD
  Level: C3
  Duration: 1 minute per caster level
  Range: 25’ radius
  Commonly used by good nagas, this spell 
  generates an incapacitating field centered on 
  the caster. Anyone within the area must save 
  versus spells or be knocked out. They must 
  continue to save every round they stay in the 
  field while conscious. Those who fall remain 
  so until they are somehow removed from the 
  field (they’re dragged out, the caster moves, or 
  the spell ends). Even after leaving the area, the 
  
  13
  Nagas & Magics
  unconscious stay so for one round per caster 
  level thereafter.
  SUMMON   ALLIES
  Level: C3/M4
  Duration: Instantaneous
  Range: Unlimited on same plane
  This is an unusual spell for two reasons: 
  it must be cast twice and it requires another 
  party’s assent before the first ritual can be 
  completed. This initial part involves a verbal 
  agreement being reached between the caster 
  and his allies. The second part summons the 
  spellcaster’s allies at a later time, teleporting 
  them to a spot he selects within 50 feet of his 
  location. 
     The agreements are non-exclusive and a 
  caster may have several groups of allies he 
  can call on. They are also non-binding: when 
  called, each individual accepts the summons 
  or not. So, one, some, or all of the allies may 
  decide they don’t want to go. In this case, their 
  part of the spell fails and is wasted, but the 
  others are transported away. 
     The spell remains active, but on hold 
  until triggered or both parties end it. The 
  summoning is identical to a teleport spell, 
  and involves the same dangers. The caster 
  can summon three individuals per casting 
  level at one time. In order to enter into the 
  initial agreement, the allies must be intelligent 
  beings and volunteers, so this is different 
  than the conjure and summon spells. Another 
  difference is that the allies need to find their 
  own way back home — they aren’t released 
  back from whence they came. Should either 
  party move to another plane before the 
  summoning, the caster is out of luck. A similar 
  spell three levels higher would be able to 
  pierce the planar boundaries, though.
  SUMMON   REPTILES
  Level: C1/M2
  Duration: Instantaneous (see text)
  Range: 100’ per caster level
  With this spell, the caster can lure mundane 
  reptiles to her location. Unlike summon allies, 
  no teleportation is involved: this spell sends 
  out a pulse and all reptiles within range must 
  save versus spells or be drawn to the caster. 
  As they must crawl, slither, or slog their way, 
  it may take a while for the reptiles to appear. 
  When they do arrive, the reptiles are not under 
  the caster’s control and will leave when they 
  fail their morale checks. Naga or dragon 
  casters are almost certainly safe from attack 
  by their lesser kin, but humanoids should have 
  a charm reptiles spell ready. A similar spell of 
  higher level would have a controlling aspect 
  involved in the ritual, but this minor spell is 
  rather weak.
  Magic Items
  As nagas don’t have limbs or shoulders, 
  they can’t use magical clothing, wear 
  amulets, or wield weapons. By elimination, 
  most magic items used by nagas are caps, tail 
  bands, torcs, figurines, and ioun stones — 
  things that can be slipped on, or manipulated 
  with a tail or the mind. Some items, such 
  as pigments, dusts, and tools, require the 
  skitter scales spell. For those items normally 
  requiring shoulders, often the pieces are 
  held in place by some magic of the nagas 
  themselves.
  Cap of Adhesion
  This small, white cloth cap can only be used 
  by serpent-shaped creatures that aren’t wearing 
  armor or clothing. Activating the cap’s power 
  requires a wearer to have an extensive flesh 
  contact with the ground, prohibiting bipedal 
  
  14
  Bestiarum Vocabulum
  creatures from using it. Five times per day the 
  wearer can trigger the cap with a command 
  word, and leave behind an extremely sticky 
  slime trail. The trail is an unscented white 
  smear up to 100 feet long, which lasts for an 
  hour and works underwater (so it could be 
  used to catch lobsters). Those who step in 
  or otherwise come into contact with the trail 
  must save versus spells or be glued to the spot. 
  If they are stronger than the adhesive, they can 
  pull themselves free. Unfortunately, the slime 
  cannot be gathered and bottled: it immediately 
  adheres to the ground when produced. To 
  determine the slime’s strength for a specific 
  cap, roll 1d12.
  Roll 1d12
  Slime Strength
  1-4
  12
  5-8
  13
  9
  14
  10
  15
  11
  16
  12
  17
  Cap of the Chilling Slime
  This pale blue cloth cap looks like a small 
  helmet and can only be used by serpent-
  shaped creatures that aren’t wearing armor or 
  clothing. Activating the cap’s power requires 
  a wearer to have an extensive flesh contact 
  with the ground, prohibiting bipedal creatures 
  from using it. Three times per day the wearer 
  can trigger the cap with a command word, and 
  leave behind an extremely cold, unscented 
  slime trail. Although transparent, the trail 
  chills the air, creating a slight wisp of ground 
  fog visible to the observant. The trail can 
  be up to 50 feet long, lasts for an hour, and 
  works underwater. Those who touch the trail 
  must save versus spells or take 3d4 points of 
  damage and are slowed for 1d6+2 rounds. 
  Fire-based creatures suffer double damage. 
  The slime can be used to freeze water, at a 
  rate of 10 gallons per 10 feet of length per 
  minute. Unfortunately, the slime cannot be 
  gathered and bottled: it immediately adheres 
  to the ground when produced. While making 
  the trail, the cap wearer is immune to all cold-
  based attacks. 
  Cap of Holy Power
  This small, slightly luminescent cap of 
  golden cloth can only be used by serpent-
  shaped creatures that aren’t wearing armor or 
  clothing. Activating the cap’s power requires 
  a wearer to have an extensive flesh contact 
  with the ground, prohibiting bipedal creatures 
  from using it. Five times per day the wearer 
  can trigger the cap with a command word, and 
  leave behind a trail of holy energy. The trail 
  can be up to 200 feet long, lasts for an hour, 
  and works underwater. Undead, demons, and 
  other extremely evil creatures who touch the 
  trail take 4d6 points of damage per round; a 
  save versus spells reduces the damage by half. 
  Unfortunately, the slime cannot be gathered 
  and bottled like holy water: it immediately 
  adheres to the ground when produced. Those 
  creatures with the power to detect good can 
  sense the trail and the cap. There is no unholy 
  version of the cap, as evil-doers have other 
  methods of making such paths — like driving 
  spikes into a holy trail-maker’s flesh.
  Cap of the Razor Scales
  This small, gunmetal grey cap made of 
  reptile scales can only be used by serpent-
  shaped creatures that aren’t wearing armor or 
  clothing, and who must have scales. Activating 
  the cap’s power requires a wearer to have 
  an extensive flesh contact with the ground, 
  prohibiting bipedal creatures from using it. 
  
  15
  Nagas & Magics
  Five times per day the wearer can trigger the 
  cap with a command word, and leave behind 
  a trail of sharp scales. The trail can be up to 
  50 feet long and is very visible. Those who 
  step on or otherwise touch the scales take 1d4 
  points of damage per round. The scales vanish 
  after one turn.
  Chain Torc
  A steel chain with an enlarged segment worn 
  under the chin, this neck band is useful only 
  to venomous creatures. In addition to the 
  normal damage the wearer’s venom inflicts, 
  the torc also causes paralysis for 1d6 rounds. 
  If the victim makes a successful save versus 
  the wearer’s poison, the paralysis effect is 
  likewise negated.
  Gem of Elemental Infusion
  These magical stones infuse one of the 
  elemental energies into mundane plants or 
  animals; they can’t function on humans, 
  humanoids, or magical creatures unless the 
  Labyrinth Lord deems otherwise. Each gem 
  resembles the element it’s meant to transfer, 
  e.g., rubies for fire, aquamarine for water,
  diamond for air, and mudstone for earth. 
  The energy infusion is triggered with a 
  command phrase, may be done once per day, 
  and can’t be undone by any mortal magic. 
  It’s an instantaneous effect, a light ray that 
  automatically strikes the intended target, 
  which immediately begins to change. 
       Although the resulting creatures are still 
  made of flesh or fiber, they have elemental 
  traits and physical features that mark them as 
  altered. The minor tells might include dripping 
  water, fiery aura, strong breath, or some trace 
  of soil. But the real differences are that the 
  creatures can now be harmed only by magic or 
  magical weapons, and they inflict an additional 
  +2 points of elemental damage when they hit. 
  The creatures are identical to their 
  original statistics, but with the 
  additions described. Interestingly, 
  the new characteristics may be passed along 
  to the next generation, possibly creating a new 
  species.
  Glass figurines
  This subcategory of figurines of wondrous 
  power is a template characteristic that can 
  be applied to all existing examples described 
  in the Advanced Edition Companion. Rather 
  than being made of the listed materials, 
  these figurines are made of leaded glass. The 
  resulting creature is naturally transparent — in 
  effect, gifted with an invisibility that can’t be 
  dispelled.
  Ioun Stone, Clear Star
  Once per week, the user can mentally summon 
  a storm of stones with a range of 500 feet. 
  Those within the 30-foot diameter area of 
  effect take 5d4 points of damage, but get a 
  save versus dragon breath for half damage. 
  The storm lasts one round and creates 500 
  pounds of quartz chunks and semi-precious 
  gems resembling reptile scales. If the minerals 
  are collected, they are worth 10 gold pieces 
  per pound.
  Ioun Stone, Yellow and Red Sphere
  This stone is also called the Ioun Stone 
  of the Dragon’s Diet, because it allows 
  the user to safely digest and receive 
  nutrition from any non-toxic substance 
  that can be chewed and swallowed, 
  i.e., not rocks, wood, or other hard substances.
  The stone may be used at will and is activated 
  by thought.
  Pigment of Glowing Eyes
  Once this light green paste is applied to a 
  
  16
  Bestiarum Vocabulum
  creature’s eyelids, the recipient can see in the 
  dark, both normal and magical. It’s powerful 
  material, providing the range of normal 
  daylight vision, and lasting for four hours. 
  The pigment comes in small jars containing 
  2d4 applications. Trying to stretch pigment, 
  by applying to only one eye, results in a 
  hellacious headache. The paste is slightly 
  luminescent, so a user’s eyes glow a bit and 
  can be seen from five feet away. Because the 
  pigment alters the wearer’s eyes so they can 
  see in the dark, not how the pupils react, being 
  exposed to daylight or a light spell simply 
  causes regular light blindness lasting 1d3 
  rounds — not permanent damage.
  Pigment of Razor fangs
  When this crimson paste is applied to 
  the jaw of a creature with a bite attack, 
  it sharpens their teeth, providing a +4 
  damage bonus to their bite attack 
  (e.g., a 1d4 bite becomes 1d4+4). 
  The pigment comes in small jars 
  holding 1d4 applications, which 
  each last for three turns. The 
  recipient must have a bite attack; 
  humans and other short-toothed 
  humanoids using this item will 
  only end up with red paint on their 
  faces.
  Rattle of Water Control
  This two-foot long rattlesnake rattle can only 
  be used by creatures with a flexible tail. This 
  could include long-tailed monkeys and some 
  felines, for example, but not canines because 
  their tails are too stiff. Attaching the rattle to 
  a tail requires a command word; activating 
  the rattle requires a twitching shake and 
  one hundred gallons of water, at least fairly 
  pure. The action animates the water, creating 
  a small water elemental controlled by the 
  wearer (see the Labyrinth Lord core rulebook 
  for the elemental’s stats). The creature lasts 
  for an hour and the rattle can be used once 
  per day. Some believe different rattles might 
  exist, those able to control other elements and 
  substances.
  Stamp of fear
  A small metal square with a handle, this stamp 
  marks objects with a proprietary sigil. Anyone, 
  other than the stamp’s owner, who touches 
  these items is subjected to a fear spell as if 
  cast by a 12th-level magic user. Three items 
  can be stamped per day, and no ink is required 
  because the mark is physical. The sigil lasts for 
  a week and then fades away when the effect 
  ends. Activating the stamp requires knowing 
  a command word, which prevents a thief from 
  stealing the stamp and the marked objects. A 
  new owner would have to re-stamp all items, 
  wait for the sigil to fade, or be exposed to the 
  fear effect as well.
  Standing Stone of Wisdom
  Immense, solitary monoliths, these stones 
  usually weigh over five tons and are covered 
  in the symbols of specific gods. Each stone 
  allows a god’s dedicated followers to cast 
  commune once per year as 10th level clerics. 
  This allows non-clerics access to the divine, 
  at least for a little while. Some gods are 
  accessible throughout the year, while others 
  may only be reached during specific, special 
  or holy days.
  Steelscale Torc
  This steel neck band is etched with scales, the 
  largest one placed just under the chin. While 
  worn, the torc alters a wearer’s scales or skin, 
  giving him an armor class of 3. Those who 
  already have a 3 AC or better gain a one point 
  bonus.
  
  17
  Nagas & Magics
  Tail band of the Unseen 
  Artisan
  A form of jewelry known 
  almost exclusively to nagas, 
  tail bands are large rings that fit 
  snugly around the reptile’s tail, three to 
  six feet from the tip (depending on the size of 
  the individual naga and the particular band). A 
  humanoid might wear it around her thigh, but 
  that would make walking and wearing some 
  kinds of armor difficult.
       The tail band of the unseen artisan is 
  silver and etched with images of hand tools. 
  The wearer can summon six creatures nearly 
  identical to an unseen servant, except they 
  have a Strength of 10. The artisans can be 
  used to create modest artwork, valued at no 
  more than one gold piece per day (total, not 
  for each). They last for eight hours and can be 
  summoned once per day.
  Tail band of the Mirror Cloud
  Similar to the tail band of the unseen artisan, 
  this jewelry is made of small silver and glass 
  mirrored plaques strung together. It produces 
  a 30-foot diameter field surrounded by a 
  outwardly reflective force, i.e., those outside 
  can’t see in, but those inside can see out. Gaze 
  attacks into the field are reflected, while those 
  from within are negated (because these attacks 
  require victims to be able to see the monster 
  — e.g., consider how Medusa was slain). The 
  band can be used three times per day and the 
  effect lasts for three turns.
  Tail band of the Unseen Warrior
  Nearly identical to the tail band of the 
  unseen artisan, this silver band has etchings 
  of weapons, rather than tools. The wearer 
  can summon a creature similar to an unseen 
  servant, but it has the statistics of a 4th level 
  fighter wearing chain mail and wielding 
  a small shield and mace. One 
  warrior can be summoned 
  per day, for a maximum of 
  one turn.
  Torc of Holy Strength
  A bronze neckpiece set with a centered 
  diamond, this item may be used at will. 
  The torc works only for those who can turn 
  undead, increasing their effective level for 
  turning purposes only. Roll 1d6 to determine 
  the number of levels. 
  Roll
  Level Increase
  1-3
  1 level
  4-5
  2 levels
  6
  3 levels
  Torc of Humankind
  An iron neckband with a centered agate, this 
  torc allows the wearer to assume human form. 
  The appearance taken cannot be that of an 
  existing person, and it is specific to the wearer 
  (i.e., once the torc is worn, the appearance is 
  set for that user). The torc can be used five 
  times per day, for an hour each time.
  Torc of Shielding
  Wrought-iron crossed swords replace the 
  usual gem in this steel neck adornment. 
  When in place, the torc gives its wearer a two 
  point armor class bonus and reduces damage 
  from one kind of energy by half. Roll 1d6 to 
  determine what type of energy is affected.
  Roll
  Energy Type 
  1-2
  cold
  3-4
  heat
  5-6
  electricity
  
  18
  Bestiarum Vocabulum
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; 
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, 
  Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by 
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins, and JD Wiker.
  Labyrinth LordTM Copyright 2007, Daniel Proctor. Author Daniel Proctor.
  Bestiarum Vocabulum: Nagas & Magics © 2013 Fat Goblin Games; Authors; Derek 
  Holland and Greg Chapin
  
  19
  Nagas & Magics
  About Fat Goblin Games
  Fat Goblin Games is operated by Rick Hershey and Jason Stoffa, as well as 
  the Fat Goblin team! We aim to bring you high end production design and 
  art merged together with exciting rules systems and roleplaying options.
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Monster Manuals/LL - Bestiarum Vocabulum Nagas & Magics.pdf