NAG PA
Long ago, the Raven Queen c
ursed a cabal of thirteenpowerful wizards for meddlin
g in a ritual that wouldhave helped avert a war
between the gods. She strippedthem 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 fromthe wreckage
their conspiracies create.The nagpas
fear the Raven Queen and do their best toavoid he r and her agents. When it's impossibl
e to do so.they become cringing, fawning things ,
eager to pleaseand thereby
escape the cold gaze of the being who
brought
them so low. All of the original thirteen remainalive, thanks to their cunning and their willingness to dowhatever is necessary to s urvive.
Looters of Civilization. Th
e curse the Raven Queenplace d on the nagpas res
tricts the ways in which theycan acquire new lore and
magical power, barring them
from a ny source except for the ruins left behind fromfallen civilizations and great cala mities. For this re a
son ,nagpas turn their
efforts to bringing a bout such ends, sothey can loot the
libra ries, plunde r the vaults, and gatherup 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 haveseve 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 evilArmor Class 19 (natural
armor)Hit Points 187
(34d8 + 34)Speed 30
ft.STR9 (-1)DEX15 (+2)CON12 (+l)INT23 (+6)Saving Throws Int +12, Wis + 10 , Cha + 11WIS18 (+4)CHA21 (+5)Skills Arcana +12, Deception + 11 , History +12, Insight
+ 10 ,Perception +10Senses truesight 120 ft., passive Perception
20languages Common plus up to five
other languagesChallenge 17 (18,000 XP)Corruption. As a bonus action, the nagpa targets one creatureit can see within 90 feet
of it. The target must make a DC 20Charisma saving throw. An evil creature makes the save
withdisadvantage. On a failed save, the target is charmed
by thenagpa until
the start of the nag pa's next turn. On a successfulsave, the target becomes immune to the
nagpa's Corruption forthe
next 24 hours.Paralysis (Recharg
e 6). As a bonus action, the nagpa forceseach 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 constructsare 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 spellattacks).
A nagpa has the following wizard spells prepared:Cantrips (at will): chill touch, fire bolt, mage hand, message
, mi-nor illusionl st level (4 slots): charm person, detect magic,
protection fromevil and good, witch bolt2nd level (3 slots): hold person,
ray of enfeeblement, suggestion3rd level (3 slots): counter
spell,fireball,jly4th level (3 slots): confusion,
hallucinatory terrain, wall of fire5th level (2 s lots):
dominate person, dream, geas6th level (1 slot): circle of death, disintegrate7th level (1 slot): etherealness, prismatic
spray8th level (l slot):feeblemindACTIONSStaff. Melee Weapon Attack:
+8 to hit, reach 5 ft., one target.Hit: 9 (2d6 + 2) bludgeoning
damage.CHAPTER 6 I B.ESTl1\RY