Monster
Nagpa
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Monstrosity
- Size
- Medium
- Armor class
- 19 (natural armor)
- Hit points
- 203 (37d8 + 37)
- Speed
- Walk 30 ft.
- Challenge rating
- 17
- Alignment
- Neutral Evil
- Strength
- 9
- Dexterity
- 15
- Constitution
- 12
- Intelligence
- 23
- Wisdom
- 18
- Charisma
- 21
- Passive Perception
- 20
- Saving Throws
- int: +12; wis: +10; cha: +11
- Skills
- arcana: +12; deception: +11; history: +12; insight: +10; perception: +10
- Senses
- truesight 120 ft.
- Languages
- Common plus up to five other languages
Actions
Multiattack
The nagpa makes three Staff or Deathly Ray attacks. It can replace one attack with a use of Spellcasting.
Staff
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 24 (7d6) necrotic damage.
Deathly Ray
Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 30 (7d6 + 6) necrotic damage.
Bonus actions
Corruption
The nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma 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)
The nagpa forces each creature within 30 feet of it to make a DC 20 Wisdom saving throw, excluding Undead and Constructs. On a failed save, a target is 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.
The nagpa casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At will: detect magic, mage hand, message, minor illusion
2/day each: fireball, fly, hold person, suggestion, wall of fire
1/day each: dominate person, etherealness, feeblemind