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Nagpa
- STR
- 9 (-1)
- DEX
- 15 (+2)
- CON
- 12 (+1)
- INT
- 23 (+6)
- WIS
- 18 (+4)
- CHA
- 21 (+5)
The nagpa casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At will: detect magic, mage hand, message, minor illusion
2/day each: fireball, fly, hold person, suggestion, wall of fire
1/day each: dominate person, etherealness, feeblemind
Actions
The nagpa makes three Staff or Deathly Ray attacks. It can replace one attack with a use of Spellcasting.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 24 (7d6) necrotic damage.
Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 30 (7d6 + 6) necrotic damage.
Bonus Actions
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.
The nagpa forces each creature within 30 feet of it to make a DC 20 Wisdom saving throw, excluding Undead and Constructs. On a failed save, a target is 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.
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Source: Mordenkainen Presents: Monsters of the Multiverse, p. 189 - Licenses and attribution