Kryx RPGThemesMonsters

Nagpa

Medium humanoid (nagpa)
Challenge
17 (18,000 XP)

STR
−1
DEX
2
CON
1
INT
6
WIS
4
CHA
5

187
34d8+34
19
Soak
2
Fort
+1
Ref
+1
Will
+12
Defense note natural armor

Speed 9 m.
Senses truesight 35 m., passive Perception 20
Skills Arcana +12, Deception +11, Perception +10
Languages Common plus up to five other languages

Spellcasting. The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has 21 mana, a mana limit of 4, regains its mana when it finishes a short or long rest, and knows the following spells:

Cantrips (at will): chill touch, message, minor illusion, minor telekinesis, produce flame

1 mana: charm creature, confusion, detect magic, disintegrate, levitate, prismatic spray, protection from evil and good, ray of enfeeblement

2 mana: circle of death, counterspell, dream, fireball, hold creature, mind control, suggestion, wall of fire

3 mana: etherealness, geas, mirage

4 mana: feeblemind

Bonus Actions

Corruption. As a bonus action, the nagpa targets one creature it can see within 25 meters of it. The target must make a DC 20 Will saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa’s next turn. On a successful save, the target becomes immune to the nagpa’s Corruption for the next 24 hours.

Paralysis (Recharge 6). As a bonus action, the nagpa forces each creature within 9 meters of it to succeed on a DC 20 Will saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect.

Actions

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 8 (2d8 − 1) bludgeoning damage.

Coastal, Desert, Forest, Swamp, Underdark, Urbanmtof