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