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Nagpaby Travis Laney
Medium Monstrous Humanoid
Hit Dice: 9d8+9 (49 hp) Initiative: +1 Speed: 30' Armor Class: 17 (+1 Dex, +6 natural) Base Attack/Grapple: +9/+9 Attack: 1 bite +10 melee (1d8) Full Attack: 1 bite +10 melee (1d8) Space/Reach: 5' / 5' Special Attacks: Corruption, create flames, spell-like abilities Special Qualities: Darkvision 60', SR 11 Saves: Fort +6, Ref +7, Will +10 Abilities: Str 10, Dex 12, Con 12, Int 16, Wis 14, Cha 18 Skills*: Appraise +11, Bluff +14, Craft (alchemy) +8, Knowledge (history) +8, Listen +14, Spot +14, and Survival+5 Feats: Ability Focus (Corruption), Great Fortitude, Iron Will, Weapon Finesse
Warm deserts Organization: Solitary CR: 6 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class LA: +3
Nagpa look like dried, withered humans with the heads of vultures. They are very intelligent and are highly magical in nature. Nagpa are rarely met, preferring to stay in deserted ruins or wastes.1
Nagpa speak their own language, as well as Common and Draconic.
In combat, a nagpa will try to avoid melee if possible, and use its spells.
Spell-Like Abilities (Sp): 3/day: hold monster, darkness, and major image. These spells are cast as a 9th level sorcerer, and the save DC for each is 10 + spell level + nagpa's Charisma modifier.
Corruption (Su): Three times per day, the nagpa can cause a single, non-living item within 60 feet to decay, rust, corrode, or rot into uselessness. Unattended, non-magical items do not receive a save throw; attended items and magic items are allowed a Will save (DC 19) to escape destruction. Attended magical items may use their Will save bonus or their owner's, whichever is higher. The save DC is Charisma-based.
Create Flames (Su): Three times per day, the nagpa can cause a flammable object within 60 feet to explode into roaring white flames for 1-3 rounds, destroying the item. Unattended, non-magical items do not receive a save throw; attended items and magic items are allowed a Will save (DC 18) to escape incineration. Attended magical items may use their Will save bonus or their owner's, whichever is higher.
All creatures within 5 feet of the burning item take 2d6 points of fire damage each round; a successful Reflex save (DC 18) reduces this damage by half. The save DC is Charisma-based.
Nagpa have a favored class of Sorcerer. The nagpa presented here had the following ability scores before racial adjustments: Str 10, Dex 10, Con 12, Int 13, Wis 14, Cha 15.
The nagpa first appeared in Module X-4: The Master of the Desert Nomads, by David Cook (1983).
This 3.5 Edition conversion is (c) 2007 by Travis Laney
1. Cook, D., 1983. The Master of the Desert Nomads. Random House, Inc.
2. Gygax, G. and Arneson, D., 1983. Dungeons & Dragons Expert Rulebook. Random House, Inc.
3. Allston, A. 1991. Rules Cyclopedia. Random House, Inc.