Nagpa Agent
by Karl David BrownMedium Humanoid (Nagpa), any alignment*
*The conspirators are ‘any evil alignment’.
Armour Class. 20 (Natural armour)
Hit Points 32 (7d8+0)
Speed. 30 ft.
STR 10 (0), DEX 16 (+3), CON 10 (+0), INT 16 (+3), WIS 14 (+2), CHA 14 (+2)
Saving Throws. Intelligence +5, Wisdom +4.
Skills. Athletics +2, Deception +4, History +5, Perception +4, Stealth +6 (expertise).
Tools. Thieves’ Tools +7 (expertise)
Senses. Passive Perception 14.
Languages. Common, Gnome, Goblin, Orc, Sky Common, Nagpa, Thieves’ Cant.
Challenge 2 (450 xp)
Sneak attack. If the agent has advantage on an attack roll or if if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and the nagpa does not have disadvantage on the attack roll, add 7 (2d6) damage to hand crossbow, rapier, or dagger attacks.
Spellcasting. The nagpa is a 3rd -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, Mage Hand, Message.
1st level (3 slots): Charm Person, Disguise Self, Illusory Script, Silent Image.
BONUS ACTIONS
The agent can dash, disengage, or hide as a bonus action.
ACTIONS
Cast Spell. The nagpa uses one of its prepared spells.
Hand Crossbow. Missile weapon attack: +5 to hit, range 30/120, one target. Hit. 7 (1d6+3) piercing damage.
Peck. Melee weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 1 (1) piercing damage.
Rapier. Melee weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 8 (1d8+3) piercing damage.
Dagger: Melee weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d4+3) piercing damage.Gear. Burglar’s Pack, thieves’ tools, case of bolts for crossbow.
A nagpa that does the sneaky dirty work for higher ranking conspirators.