Nagpa Henchmen
by Karl David BrownMedium Humanoid (Nagpa), any alignment*
*The conspirators are ‘any evil alignment’.
Armour Class. 17 (Natural armour)
Hit Points 30 (6d8+0)
Speed. 30 ft.
STR 9 (-1)*, DEX 12 (+1), CON 11 (+0), INT 16 (+3), WIS 14 (+2), CHA 14 (+2)
Saving Throws. Intelligence +5, Wisdom +4.
Skills. History +5, Perception +5, Stealth +3
Senses. Passive Perception 14.
Languages. Common, Gnome, Goblin, Orc, Sky Common, Nagpa.
Challenge 1/2 (100 xp)
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 3): Chill Touch, Firebolt, Mage Hand, Mending.
1st level (4 slots): Disguise Self, Expeditious Retreat, Sleep.
2nd level (2 slots): Darkness, Invisibility, Misty Step.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: +3 to hit, reach 5 ft, one target. Hit: 4 (1d4+1) piercing damage.Gear. Dagger, sack.
A nagpa that does the sneaky dirty work for higher ranking conspirators.
Challenge calculation. Def 30hp AC16 = 1/2. Off DPR 5.5, +5 to hit from firebolt, 1/2. Challenge 1/2.