Medium humanoid (nagpa), neutral evil
Armor Class 19 (natural armor)
Hit Points 187 (34d8 + 34)
Speed 30 ft.
Proficiency Bonus +6
Proficiency Bonus +15 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 15 (+2) | 12 (+1) | 23 (+6) | 18 (+4) | 21 (+5) |
Saving Throws Int +12, Wis +10, Cha +11
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 (18000 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 nagpa’s next turn. On a successful save, the target becomes immune to the nagpa’s Corruption for the next 24 hours.
Create Flames (suggested). One flammable object within 60 feet bursts into flames and inflicting 2d6 points of damage to all creatures within 5 feet of the flame source. The napga can activate this ability as a bonus action.
Magic Resistance (suggested). Nagpa has advantage on saving throws against spells of the enchantment and illusion school.
Paralysis (Recharge 6). 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 1 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.
Spellcasting. The nagpa is a 15th-level spellcaster. Its spellcasting 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, minor illusion
- 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 slots): dominate person, dream, geas
- 6th level (1 slot): circle of death, disintegrate
- 7th level (1 slot): etherealness, prismatic spray
- 8th level (1 slot): feeblemind
ACTIONS
Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 -1) bludgeoning damage.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Nagpas are ancient and mysterious beings that resemble dried-up humanoids with vulture-like heads. They have a keen intellect and a mastery of magic, but they prefer to live in solitude and avoid contact with other races.
Nagpas are about 5 to 6 feet tall, with brownish skin that resembles mummified flesh. Their joints are twisted and crooked, giving them a hunched posture. They emit a foul odor that is a blend of bird droppings, moldy wood, dust, and old chemicals. This smell lingers on them even after they have been cleaned or washed.
Nagpas communicate in two languages: Common and Nag. Common is the language of the human world, while Nag is their own unique tongue that consists of harsh sounds like squawks, caws, and shrieks. Nagpas do not use their language for polite or quiet conversations; they only use it for expressing their thoughts or emotions.
COMBAT
Nagpas are usually shy and avoid fighting unless they have no choice. They use their magic to attack from a distance or to escape from danger. If they have to face their enemies, they cast spells as a 15th wizard.
The nagpa’s staff acts as a ring of spell storing. It can store up to three spells of levels 1 through 3. This function can be used by anyone other than the nagpa. Spells are cast from the staff at level 8.
Nagpas rarely bite with their beaks as a last resort. The bite deals damage with a successful attack.
Nagpas are rare and secretive beings that have no offspring or family. Only a few people in the world know the truth about them. Nagpas are human or half-elven mages who were cursed by certain Immortals for being selfish and arrogant. The curse turned them into dried-up humanoids with vulture-like heads. The curse cannot be removed by any spell less powerful than a wish.
Nagpas have a keen sense of hearing and can detect if someone is talking about them within 100 miles. They can track the speakers as long as they are in range.
Nagpas suffer from a burning sensation in their ears whenever they hear someone mention their race. Items such as amulets of nondetection can protect the speakers from the nagpas’ detection.
Nagpas are so ashamed of their appearance that they want to hide it from everyone. If they find someone who knows about them, they kill them on the spot. Then they feel guilty, relieved, and happy at the same time.
ECOLOGY
Nagpas are cursed to live in misery and isolation. They cannot eat, sleep, laugh, reproduce, or do anything else that humans do. Some evil mages use their skin to make scrolls of dark necromantic spells.