Aberration: It is alive, but not a natural creature, nor a human. It probably counts as a magical being for worlds that care...
93 HP: this is very close to 10 per level, and should place it comfortably within the range of folk who aren't afraid to take some honest damage. The sort of character who takes some injuries at the start of a fight but goes on to win anyway...
initiative +2: Good, but very mortal reaction time.
Speed 40: Faster than any human, but not by much.
7 natural armour, 2 dexterity bonus: Its skin is as protective as the second best rating of medieval armour, not the full gothic plates, but very good all the same, magical body-shaped force-field upgrades this comfortably beyond the scope of medieval armour. It is within human levels of agility and dodging, but still
good very good if you factor in the dodge feat.
8 BAB: They have the combat skills of an established character, having gotten past the level of mooks and try-hards.
Nagas bite with the force of an 8 pound sword swung by the mightiest of untrained humans. It also carries a poison that is quite capable of killing a human in the span of a minute with a single dose.
It can spit its poison, which just needs to make contact and can still deliver an effective dose through armour, ummm, not sure how, maybe it splashes, maybe that is something that won't carry over from D&D.
Darkvision: It can still see in complete darkness, albeit not in colour, and only to a distance of 60 feet. But still, it should have a clear advantage in poor lighting conditions, and would likely seek them out...
I think it qualifies as being 'strong willed' but saves are difficult to convert...
Super-human strength, but only just, top-level human endurance and fortitude.
It has the analytical skills of a noticeably intelligent human, while its 'common sense' and social skills are pretty much at genius levels...
It can lie convincingly, spot deception a mile away, is well versed and experienced with magic, and almost impossible to distract.
It is comfortably observant, but not infallible.
It is a 'good' creature, for worlds that care, and speaks the language of the good gods, though that may not translate.
Spells:(weaker spells can be cast more often at the cost of more powerful spells)
0(6 times between recovery): very weak telekinesis, ability to detect magic but too slow and awkward for combat and too brief for travel, can patch up minor injuries and stop bleeding, can understand magical texts, can create light sources.
1(7 times): Repair scratches and mild bruising, fight like a character known for combat for a minute, almost double movement speed for almost a minute, magic force-field for 9 hours, effective against immaterial attacks, fast(at least 190 feet in 6 seconds) balls of force that always hit their target and are effective against immaterial targets.
2(7): detect thoughts(good against Sicilians, not so good when trading blows or travelling distances, but don't try to hide if it knows that you're nearby), recover from energy draining or weakening attacks and/or most poisons, see invisible or ethereal beings for 90 minutes, shoot a pair of heat beams(require aiming, but each beam has enough power to kill a basic mook)
3(7): Heal significant injuries(but generally something you would do outside of a fight), disrupt formal spells or remove their effects(
not so effective against innate magic), conjure a bolt of lightning that(in the absence of specific training at avoiding explosions) is guaranteed to deliver at least a modest shock(should be lethal to most mooks).
4(5): Fight like a main character with combat skills for close to a minute(can be combined with the weaker ability to make a properly impressive fighter), turn yourself or something you touch invisible for close to a minute(possessions also become invisible, so throwing dust on them doesn't work).