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