Page 216 - Mordenkainen's Tome of Foes Deluxe
P. 216

NAG  PA
                                                                   Medium humanoid (nagpa), neutral evil

                                                                   Armor Class 19 (natural armor)
                                                                   Hit Points 187 (34d8 + 34)
                                                                   Speed 30 ft.

                                                                     STR     DEX    CON      INT    WIS    CHA
                                                                    9 (-1)   15 (+2)   12 (+l)   23  (+6)   18 (+4)   21  (+5)

                                                                   Saving Throws Int +12, Wis +10, Cha +11
              NAG  PA                                              Skills Arcana +12, Deception +11, History +12, Insight +10,
                                                                    Perception +10
              Long ago, the Raven Queen cursed a cabal of thirteen
                                                                  Senses truesight 120 ft., passive Perception 20
              powerful wizards for meddling in a ritual that would
                                                                   languages Common plus up to five other languages
              have helped avert a war between the gods. She stripped
                                                                  Challenge 17 (18,000 XP)
              them of their beauty, turning them into scabrous, bird-
              like monstrosities. The nagpas now plot as they ever did,
                                                                   Corruption. As a bonus action, the nagpa targets one creature
              but they now strive to bring about terrible, world-shak-  it can see within 90 feet of it. The target must make a  DC 20
              ing calamities so they can pry secrets and power from   Charisma saving throw. An evil creature makes the save with
              the wreckage their conspiracies create.              disadvantage. On a failed save, the target is charmed by the
                The nagpas fear the Raven Queen and do their best to   nagpa until the start of  the nagpa's next turn. On a successful
              avoid her and her agents. When it's impossible to do so.   save, the target becomes immune to the nagpa's Corruption for
              they become cringing, fawning things , eager to please   the next 24 hours.
              and thereby escape the cold gaze of the being who
                                                                   Paralysis (Recharge 6). As a bonus action, the nagpa forces
              brought them so low. All of the original thirteen remain
                                                                  each creature within 30 feet of  it to succeed on a DC 20 Wis-
              alive, thanks to their cunning and their willingness to do
                                                                  dom saving throw or be paralyzed for l  minute. A paralyzed tar-
              whatever is necessary to survive.
                                                                  get can repeat the saving throw at the end of  each of  its turns,
                Looters of  Civilization. The curse the Raven Queen
                                                                  ending the effect on itself on a success. Undead and constructs
              placed on the nagpas restricts the ways in which they
                                                                  are immune to this effect.
              can acquire new lore and magical power, barring them
              from any source except for the ruins left behind from   Spe/lcasting. The nagpa is a l 5th-level spellcaster. Its spellcast-
              fallen civilizations and great calamities . For this reason,   ing ability is Intelligence (spell save DC 20, +12 to hit with spell
                                                                  attacks). A nagpa has the following wizard spells prepared:
              nagpas turn their efforts to bringing about such ends, so
              they can loot the libraries, plunder the vaults, and gather   Cantrips (at will): chill touch, fire bolt, mage hand, message, mi-
              up secrets of arcane lore from the wreckage.          nor illusion
                Puppet  Masters. Nagpas work in the shadows, ma-  l st level  (4 slots): charm person, detect magic, protection from
              nipulating events to bring about ruin. As accomplished   evil and good, witch bolt
                                                                  2nd level  (3 slots): hold person, ray of  enfeeblement, suggestion
              magic-users, they can bring to bear an array of spells
                                                                  3rd level  (3 slots): counterspell,fireball,jly
              to make agents of other creatures, influencing their
                                                                  4th level  (3 slots): confusion, hallucinatory terrain, wall of  fire
              decisions in subtle ways and pulling on strings to make   5th level  (2 slots): dominate person, dream, geas
              them into unwitting accomplices in their own destruc-  6th level  (1  slot): circle of  death, disintegrate
              tion. Nagpas show great patience in their plots and have   7th level  (1  slot): etherealness, prismatic spray
              several schemes working simultaneously, each at differ-  8th level  (l slot):feeblemind
              ent stages of completion, so if one plan goes awry, they
              can shift their focus to another. Typically, nagpas only   ACTIO NS
              show their handiwork and emerge from the shadows    Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
              when they can deliver a finishing blow and then revel in   Hit: 9 (2d6 + 2)  bludgeoning damage.
              the grand devastation their plotting brought about.

                                                                                               CHAPTER 6  I B.ESTl1\RY
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