Nagpa (conversion from X4)

Sixten

First Post
In support of my continuing fantasy that I might one day run a 4E conversion of X4/X5, here's my first stab at converting the bhut. I like the idea of these guys, and the whole Evil Abbey section of the module, but there are a whole lot of "first edition-isms" in the design of these guys.

Nagpa
level 9 elite controller
XP 800
medium natural humanoid

Initiative +3; Senses Perception +6; darkvision
HP 188; Bloodied 94
AC 25; Fortitude 20; Reflex 24; Will 21
Saving Throws +2
Speed 6
Action Point 1

:bmelee: Bite (standard; at-will)
+12 vs AC; 1d8 damage.

:ranged: Arcane Shot (standard; at-will)
+14 vs AC; 1d8 + 5 damage.

:ranged: Dark Bolt (standard; recharge :6:)
+13 vs Fortitude; 2d6 + 5 shadow damage, and target is blinded (save ends).

:area: Call Flame (standard; recharge :5::6:)
Burst 1 within 10; +13 vs Reflex; 1d8 + 5 fire damage.

:close: Paralyzing Blast (standard; encounter)
Close burst 2; +13 vs Will; 2d8 + 5 force damage, and target is immobilized until the end of the nagpa's next turn.

Bloodied Surge (when first bloodied)
All of the nagpa's powers recharge.

Alignment Unaligned; Languages Common, two other
Skills Arcana +14, History +14

Str 10 (+4); Dex 8 (+3); Wis 15 (+6)
Con 14 (+6); Int 20 (+9); Cha 6 (+2)


Design Notes: in the original module, the nagpa is very much a wizard-like enemy, with lots of spell-like effects at their disposal, which seems pretty controller-y to me. I tried to design powers that were similar in spirit to those spells.

You only encounter it with its tabi (flying monkey, basically), but I'm thinking that a 4e version of that encounter should probably have something else to round it out. Some mummies from the crypt that the nagpa has bound, perhaps? Homonculi it's constructed?
 
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Actually, when you first encounter the Amber Golem, it says that "fighting here will attract the nagpa and tabi", so you either encounter all 3 or you sneak past and encounter just the 2. I'd say that if you sneak past the golem, when you finally encounter the Nagpa the first thing it does is summons it (as a minor action) so you still have to fight all 3, just in a different location. (If you want to reward the characters for sneaking past the golem, make the terrain in the Nagpa's chambers more favourable to them.)
 

This seems pretty good to me, however it probably needs a little bit of tweeking.

1: The HPs should be 188 (elites have x2 HPs of a standard monster)

2: It could probably do with a standard attack that can target two enemies or an area. Maybe double arcane shot, I would also consider adding an effect to this attack, maybe slow (sav ends)

3: I think a level 8 elite should be 700 xp (not 800)

Otherwise it seems sound, though as stated in your post it will need some support.
 

(If you want to reward the characters for sneaking past the golem, make the terrain in the Nagpa's chambers more favourable to them.)

Yeah. As much as the players probably wouldn't know, it just feels cheap to let them sneak past the golem, and then sic it on them anyway.

1: The HPs should be 188 (elites have x2 HPs of a standard monster)

3: I think a level 8 elite should be 700 xp (not 800)

Good call on the HP, but it's level 9, not 8.

2: It could probably do with a standard attack that can target two enemies or an area. Maybe double arcane shot, I would also consider adding an effect to this attack, maybe slow (sav ends)

By "standard," you mean non-recharge?
 

sorry, I don't know why I thought it was level 8.

Yeah by standard I mean an "at will" power.

:ranged: Arcane Shot (standard; at-will)
Nagpa makes 2 attacks; Range 10/20; attack +14 vs AC; 1d8 + 5
damage; on hit target is slowed (save ends)

I just realised you have missed out the range on the 2 ranged attacks
 

As a minor point, I'd make the paralyzing blast target enemies only.

When I reread the original create flames power, I saw it as being useful for either setting a PC's clothing on fire or creating a small ongoing fire. So I might add ongoing fire damage and possibly a zone effect at the centre of the burst, and decrease it to an encounter power (recharge when bloodied).

Other than that, this has a good feel to it. Nice work.
 

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