Nagpa

[ Nagpa ]
Medium Monstrosity (Wizard), typically Neutral Evil
Armor Class 19 (natural armor)
Hit Points 203 (37d8 + 37)
Speed 30 ft.
STR
9 (-1)
DEX
15 (+2)
CON
12 (+1)
INT
23 (+6)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws Int +12, Wis +10, Cha +11
Skills Arcana +12, Deception +11, History +12, Insight +10, Perception +10
Senses truesight 120 ft., passive Perception 20
Languages Common plus up to five other languages
Challenge 17 (18000 XP)     Proficiency Bonus +6
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.

Spellcasting. 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
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.

Monsters of the Multiverse
  1. DnD 5e Monsters › Nagpa
Nagpa