Nagpa
Medium humanoid (nagpa), neutral evil
Armor Class
19 (natural armor)
Hit Points
187 (34d8 + 34)
Speed
30 ft.
STR
9 (0)
DEX
15 (+2)
CON
12 (+1)
INT
23 (+6)
WIS
18 (+4)
CHA
21 (+5)
Senses
truesight 120 ft., passive Perception 20
Saving Throws
Int +12, Wis +10, Cha +11
Skills
Arcana +12, Deception +11, History +12, Insight +10, Perception +10
Languages
Common plus up to five other languages
Challenge
17 (18,000 XP)
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 the following wizard spells prepared:
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Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion
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1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt
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2nd level (3 slots): hold person, ray of enfeeblement, suggestion
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3rd level (3 slots): counterspell, fireball, fly
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4th level (3 slots): confusion, hallucinatory terrain, wall of fire
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5th level (2 slots): dominate person, dream, geas
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6th level (1 slot): circle of death, disintegrate
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7th level (1 slot): etherealness, prismatic spray
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8th level (1 slot): feeblemind
Actions
Staff Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Bonus Actions
Corruption. As a bonus action, 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). As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom 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.