Mordenkainen's Tome of Foes

(Nancy Kaufman) #1

NAG PA


Long ago, the Raven Queen c
ursed a cabal of thirteen

powerful wizards for meddlin
g in a ritual that would

have helped avert a war
between the gods. She stripped

them of their beauty, turning them into scabrous, bird-

like monstrosities. The nagpas now plot as they ever
did,

but they now strive
to bring about terrible, world-shak-

ing calamities
so they can pry secrets and power from

the wreckage
their conspiracies create.

The nagpas
fear the Raven Queen and do their best to

avoid he r and her agents. When it's impossibl
e to do so.

they become cringing, fawning things ,
eager to please

and thereby
escape the cold gaze of the being who


brought
them so low. All of the original thirteen remain

alive, thanks to their cunning and their willingness to do

whatever is necessary to s urvive.


Looters of Civilization. Th
e curse the Raven Queen

place d on the nagpas res
tricts the ways in which they

can acquire new lore and
magical power, barring them


from a ny source except for the ruins left behind from

fallen civilizations and great cala mities. For this re a
son ,

nagpas turn their
efforts to bringing a bout such ends, so

they can loot the
libra ries, plunde r the vaults, and gather

up secrets of arcane lore from the wreckage.

Puppet Masters. Nagpas work in the shadow
s, ma-

nipulating events to bring about ruin. As
accomplished


magic-users, they can bring to bear a n a
rray of spells


to make agents of other creatures, influencing
their


decis ions in subtle ways and pulling on string
s to make


them into unwitting accomplices in their
own destruc-


tion. Nagpas show great patience in
their plots and have

seve ra l
schemes working simulta neously, e a ch at differ-


e nt s tages of comple tion, so if one plan
goes awry, they


ca n s hift their focus to another. Typically, nagpas only


s how their handiwork a nd e
merge from the shadows


when they can deliver a
finishing blow and the n reve l in


the grand devastation their plotting brought about.


NAG PA


Medium humanoid (nagpa), neutral evil

Armor Class 19 (natural
armor)

Hit Points 187
(34d8 + 34)

Speed 30
ft.

STR

9 (-1)

DEX

15 (+2)

CON

12 (+l)

INT

23 (+6)

Saving Throws Int +12, Wis + 10 , Cha + 11

WIS

18 (+4)

CHA

21 (+5)

Skills Arcana +12, Deception + 11 , History +12, Insight
+ 10 ,

Perception +10

Senses truesight 120 ft., passive Perception
20

languages Common plus up to five
other languages

Challenge 17 (18,000 XP)

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 of the nag pa's next turn. On a successful

save, the target becomes immune to the
nagpa's Corruption for

the
next 24 hours.

Paralysis (Recharg
e 6). As a bonus action, the nagpa forces

each creature
within 30 feet of it to succeed on a DC 20 Wis-

dom saving throw or be paralyzed for l minute.
A paralyzed tar-

get can
repeat t h e 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.

Spe/lcasting. The nagpa is a l 5th-level spellcaster.
Its spellc ast-

ing ability
is Intelligence (spell save DC 20, +12 to hit with spell

attacks).
A nagpa has the following wizard spells prepared:

Cantrips (at will): chill touch, fire bolt, mage hand, message
, mi-

nor illusion

l st 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): counter
spell,fireball,jly

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 (l slot):feeblemind

ACTIONS

Staff. Melee Weapon Attack:
+8 to hit, reach 5 ft., one target.

Hit: 9 (2d6 + 2) bludgeoning
damage.

CHAPTER 6 I B.ESTl1\RY
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