Nagpa

Medium Monstrosity (Wizard), Neutral Evil

STR
9 (-1)
DEX
15 (+2)
CON
12 (+1)
INT
23 (+6)
WIS
18 (+4)
CHA
21 (+5)
Spellcasting.

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

Multiattack.

The nagpa makes three Staff or Deathly Ray attacks. It can replace one attack with a use of Spellcasting.

Staff.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 24 (7d6) necrotic damage.

Deathly Ray.

Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 30 (7d6 + 6) necrotic damage.

Bonus Actions

Corruption.

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.

Paralysis (Recharge 6).

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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Nagpa

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 189 - Licenses and attribution