DUMB DECISION TTRPG · Library

Nagpa

Medium humanoid (nagpa), Lawful Evil

Armor Class 19 (natural armor)

Hit Points 187 (34d8 + 34)

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

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 5–6). 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.

Actions

Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Source

Mordenkainen's Tome of Foes, p. 215