Page 170 - Dragonix - DM Options, Monster Talents II
P. 170
make one melee weapon attack as a bonus action. with any equipment it is wearing and carrying, to
an unoccupied space it can see within 30 feet of it.
Corrupted Puppet (Costs 2 Actions). The nagpa
Deadly Secrets (Recharge 6) targets one creature it has charmed and can see
Type: Reaction. within 60 feet of it. The nagpa causes it to use its
reaction either to make one weapon attack against
Talent Cost: 3 (Counts as 3 Talents).
another creature the nagpa can see or to move up
Deadly Secrets (Recharge 6). The nagpa chooses to 10 feet in a direction of the nagpa’s choice.
one creature it can see within 60 feet of it. Each ally Cast Spell (Costs 1-3 Actions). The nagpa uses
of the creature within 60 feet of the nagpa and can a spell slot to cast a 1st-, 2nd-, or 3rd-level spell
hear the nagpa must succeed on a DC 20 Wisdom that it has prepared. Doing so costs 1 legendary
saving throw. On a failed save, each target ally takes action per level of the spell.
13 (3d8) psychic damage and must use its reaction
to move up to half its speed towards the creature
chosen by the nagpa and if it is within range, make Naturally Insidious
one melee weapon attack against it. Otherwise, the Type: Trait.
target ally must make a ranged weapon attack or
The nagpa has advantage on all Charisma checks
ranged spell attack against the creature chosen by
when lying, intimidating and manipulating others
the nagpa, if possible. On a successful save, a target
to further its agenda or for self-preservation.
ally takes half as much damage. Constructs and
undead are immune to this effect.
Staff of Corruption
Instinctive Charm (3/day) Type: Trait.
Type: Reaction. Staff of Corruption. A creature hit by the nagpa's
staff attack takes an extra 7 (2d6) psychic damage
Talent Cost: 2 (Counts as 2 Talents).
and gains disadvantage to saving throws against
Instinctive Charm (3/Day). The nagpa tries to being charmed and paralyzed until the end of the
magically divert an attack made against it, provided nagpa's next turn.
that the attacker is within 30 feet of it and visible to
it. The nagpa must decide to do so before the attack
hits or misses.
The attacker must make a DC 20 Wisdom saving
throw. On a failed save, the attacker targets the
creature closest to it, other than the nagpa or
Nightwalker
itself. If multiple creatures are closest, the attacker
chooses which one to target.
The nightwalker (CR 20) can have a maximum of 7
talents.
Legendary Actions
Type: Action. Legendary Actions
Talent Cost: 4 (Counts as 4 Talents). Type: Action.
The nagpa gains 3 legendary actions, choosing Talent Cost: 4 (Counts as 4 Talents).
from the options below. Only one legendary action
The nightwalker gains 3 legendary actions,
option can be used at a time and only at the end of
choosing from the options below. Only one
another creature's turn. The nagpa regains spent
legendary action option can be used at a time and
legendary actions at the start of its turn.
only at the end of another creature's turn. The
Staff. The nagpa attacks with its staff. nightwalker regains spent legendary actions at the
Teleport. The nagpa magically teleports, along
Chapter 2. Mordenkainen's Tome of Foes 169

