Medium humanoid, lawful evil
- Armor Class
- 19 (natural armor)
- Hit Points
- 187 (34d8 + 34)
- Speed
- 30 ft.
- Challenge
- 17 (18,000 XP)
- Saving Throws
- Cha +11, Int +12, Wis +10
- Skills
- Arcana +12, History +12, Insight +10, Deception +11, Perception +10
- Senses
- truesight 120 ft., passive Perception 20
- Languages
- Common plus up to five other languages
Traits
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.
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.
Actions
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
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: