Medium humanoid (nagpa) , neutral evil
Armor Class: 19 (natural armor)
Hit Points: 187 (34d8+34) 34d8+34
Speed:
30 ft
Saving Throws: Int +12 1d20+12 , Wis +10 1d20+10 , Cha +11 1d20+11
Skills: Arcana +12 1d20+12 , Deception +11 1d20+11 , History +12 1d20+12 , Insight +10 1d20+10 , Perception +10 1d20+10
Senses: truesight 120 ft., passive Perception 20
Languages: Common plus up to five other languages
Challenge Rating: 17
Spellcasting. The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 1d20+12 to hit with spell attacks). A nagpa has the following wizard spells prepared:
1st Level (4 slots): Charm Person, Detect Magic, Protection from Evil and Good, Witch Bolt
2nd Level (3 slots): Hold Person, Ray of Enfeeblement, Suggestion
3rd Level (3 slots): Counterspell, Fireball, Fly
4th Level (3 slots): Confusion, Hallucinatory Terrain, Wall of Fire
5th Level (2 s lots): Dominate Person, Dream, Geas
6th Level (1 slot): Circle of Death, Disintegrate
7th Level (1 slot): Etherealness, Prismatic Spray
8th Level (1 slot): Feeblemind
At will: Cantrips (at will): Chill Touch, Fire Bolt, Mage Hand, Message, Minor Illusion
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 ofthe nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours.
Paralysis (Recharge 6) 1d6 . 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 l 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 1d20+8 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) 2d6+2 bludgeoning damage.
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