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GELFLIN!!!
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Nagpa
by Ripvanwormer
Medium Monstrous Humanoid
Hit Dice: 1d8-1 (3 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armour Class: 17 (-1 Dex, +8 natural), touch 8, flat-footed 18
Base Attack/Grapple: +1/-1
Attack: Staff -1 melee (1d8-1) or bite -1 melee (1d8-1)
Full Attack: Staff -2 melee (1d8-2) or bite -1 melee (1d8-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Sense gossip, kariwa, reincarnation, darkvision 60 feet
Saves: Fort -1 Ref +1 Will +4
Abilities: Str 8, Dex 8, Con 8, Int 16, Wis 14, Cha 8
Skills: Knowledge (Arcana) +12, Knowledge (History) +12, Knowledge (Local) +7, Knowledge (the Planes) +6, Disguise +1, Forgery +5
Feats: Deceitful
Environment: Non-arctic desert, ruins
Organisation: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class
Level Adjustment: +3

COMBAT

Sense Gossip (Su): As part of their curse, nagpas instinctively know if they are being talked about anywhere within a 100 mile radius. They can track such gossipers as long as the speakers remain in range. A nagpa's ears suffer a burning sensation that grows hotter as the nagpa gets closer to the individual who spoke about the race. This ability is divination magic cast as if by a sorcerer of a level equal to the nagpa's hit dice. It is always active and cannot be turned off. Those being sensed may make a Will save (DC 12 + the nagpa's intelligence bonus) to avoid detection, or use anti-divination magic.

Kariwa (Ex): Kariwa is a period of meditation where nagpas recall scenes from past lives. This is extremely important. Nagpa must spend at least half an hour in this reverie each afternoon. If this is not done, the Nagpa must make a Will save (DC 12) at dawn the following day. On a failure, the nagpa falls into a deep slumber for 1d4 hours and cannot be awoken. If the save is made, and no kariwa is had the next day either, the DC for the save increases by +2 every day the nagpa continues to skip kariwa, and the nagpa must sleep an extra hour on a failure. There is also a 5% chance every day without kariwa that the nagpa develops some form of insanity - extreme claustrophobia, fear of the dark, paranoia, etc.

Reincarnation (Ex): If a nagpa dies it is reborn in the Vulture Peninsula, its ancestral home, emerging from a black cocoon in 5-8 months as an adult nagpa much the same as it was before, though its memories are somewhat fragmented and take much kariwa to recover. This cycle of rebirth cannot end until the curse on the nagpa people is lifted. The reborn nagpa will have its old class abilities, but may take time to recollect all its old grudges and plots.

Spell-like Abilities: Nagpas have the following spell-like abilities, each useable three times per day, cast as if by a sorcerer of a level equal to the nagpa's hit dice.

* Produce Flame
* Ghoul Touch
* Corruption causes one small, non-living object within 60 feet of the nagpa to make a Will save (DC 12) or decay or rot into an unusable condition at the end of 1 round,
* Darkness
* Minor Image

Skills: Nagpa get a racial +5 bonus to Knowledge (Arcana) and Knowledge (History)
 

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