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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

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