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Nagpa Necromancer

by Karl David Brown

Medium Humanoid (Nagpa), any alignment*
*The conspirators are ‘any evil alignment’.
Armour Class. 18 (Natural armour)
Hit Points 36 (8d8+0)
Speed. 30 ft.
STR 9 (-1)*, DEX 12 (+1), CON 11 (+0), INT 18 (+4), WIS 14 (+2), CHA 14 (+2)
Saving Throws. Intelligence +6, Wisdom +4.
Skills. Arcana +6, History +6, Stealth +3
Senses. Passive Perception 12.
Languages. Common, Gnome, Goblin, Orc, Sky Common, Nagpa.
Challenge 1 (200 xp)
Spellcasting. The nagpa is a 5th -level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14, +6 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, Expeditious Retreat, False Life, Ray of Sickness.
2nd level (3 slots): Blindness/Deafness, Darkness, Invisibility, Misty Step.
3rd level (2 slots): Animate Dead, Bestow Curse, Feign Death, Vampiric Touch.
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.
Magic Dagger +2: Melee weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d4+3) piercing damage.

Gear. Magic dagger, spellcasting focus (amulet).

A nagpa necromancer is a respected member of Serraine society who deals in the legitimate business of creating and selling undead servants.
When part of a conspiracy the necromancer provides planning, funding, and undead warriors for the cause.

Challenge. Def 36hp AC18 = 1. Off =1, DPR 6.5 +6 to hit 2x vampiric touch (10.5 each) and Ray of Sickness (9 and poison). Challenge 1.