NAGPA
Armor Class: 3
Hit Dice: 9
Move: 120' (40') Morale: 9
Attacks: 1 bite or spells
Damage: 1-8 or special
No. Appearing: 1 (1)
Save As: Magic user: 9
Treasure Type: I
Alignment: Chaotic
XP Value:
Nagpa look like dried, withered humans with the heads of vultures. They are very intelligent and are highly magical in nature. They may use the following powers up to three times each a day: create flames (This will cause a burnable object within 60' to burst into flame for 1-3 rounds. It will cause 2-12 points of damage each round. A saving throw vs. Spells will reduce the damage to half), paralysis (All lawful characters within 10' must save vs. Spells or be paralyzed for 1-4 rounds), corruption (This will cause a non-living object within 60'to decay or rot into uselessness. Magic items are allowed a saving throw vs. Spells at the level of the character using the item), darkness, and phantasmal force. In combat, a nagpa will try to avoid melee if possible, and use its spells.
Nagpa are rarely met, preferring to stay in deserted ruins or wastes. They speak their own tongue, their alignment lanugage and a common language.