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Nagpa

Medium monstrosity (wizard), 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

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 6–6). 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.

Source

Mordenkainen Presents: Monsters of the Multiverse, p. 189