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Baraith
by Karl David BrownNagpa Archeologist
Medium Humanoid (Nagpa), Neutral Evil
Armour Class. 21 (Natural armour)
Hit Points 50 (9d8+9)
Speed. 30 ft.
STR 9 (-1)*, DEX 18 (+4), CON 12 (+1), INT 16 (+3), WIS 18 (+4) CHA 7 (-2)
Saving Throws. Intelligence +5, Wisdom +6.
Skills. Arcana +5, History +7e, Religion +7e Sleight of Hand +6, Stealth +6
‘e’ indicates Expertise
Senses. Passive Perception 14.
Tools. Thieves’ tools, snooze gun +6, lightning gun, bomb bay +6
Languages. Common, Gnome, Goblin, Orc, Sky Common, Nagpa, Thieves Cant.
Challenge 3 (700 xp)
Spellcasting. The nagpa is a 5th -level spellcaster. Their spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). They have the following wizard spells prepared:
Cantrips (at will): Chill Touch, Firebolt, Mage Hand, Mending.
1st level (4 slots): Disguise Self, False Life, Ray of Sickness.
2nd level (3 slots): Blindness/Deafness, Darkness, Misty Step.
3rd level (2 slots): Animate Dead, vampiric touch.
Sneak Attack. When attacking with advantage with a light melee or missile weapon add +1d6 damage.
ACTIONS
Cast Spell. The nagpa uses one of its prepared spells.
Peck. Melee weapon Attack: +1 to hit, reach 5 ft, one target. Hit: 1 (1-1) piercing damage.
Dagger: Melee weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d4+4) piercing damage.Gear. Dagger, spellcasting focus (amulet), thieves’ tools.
Baraith is charitably called an archeologist and in whispers called a grave robber. Secretly he is a member of the Grey Front. He has been secretly training to be a biplane gunner as part of Grey Front plots.
Challenge. Def 50hp AC21 = 4. Off =1, DPR 6.5 +5 to hit 2x vampiric touch (10.5 each) and Ray of Sickness (9 and poison). Challenge 3.