Creature: Nampi

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Nampi

Deep within fey forests, nampi grow bored and meddle with life. These fey spirits are amalgamations of souls that get trapped by fey magic as they transition from the Material Plane to the Upper Planes. By unknown fey magics, the souls are morphed into a creature that loses all the memories of its composite souls but gains an uncanny ability to control that of others.

Born with a natural tendency toward mischief, these creatures primarily focus on raising, binding, and dominating souls to their whims. While typically harmless, there have been rare occasions in which a group of nampi have bound together, maneuvering their amassed puppets like leaders of a vast army. And is often the way with such mischief, things tend to get out of hand.

Undead Nature. A nampi doesn’t require air, food, drink, or sleep.


Nampi

Small Fey (Druid), Typically Any Chaotic Alignment


  • Armor Class 15 (Natural Armor)
  • Hit Points 110 (20d6 + 40)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 14 (+2) 9 (-1) 23 (+6) 13 (+1)

  • Saving Throws Con +4
  • Skills Deception +3, Stealth +3
  • Damage Resistances necrotic; poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Druidic, Sylvan
  • Challenge 3 (700 XP)
    Proficiency Bonus +2

Several Souls. The nampi has advantage on saving throws against being charmed and frightened and on saving throws made to maintain concentration.

Actions

Whack. Melee: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage and 10 (3d6) necrotic damage.

Spellcasting. The nampi casts one of the following spells, using Wisdom as its spellcasting ability (spell save DC 16).

At will: animal friendship, charm monster,
charm person, hold monster, hold person

3/day: antilife shell, dominate beast, dominate
monster, dominate person

1/day: animate dead, create undead, create
undead beastOES, create undead hordeOES

Reactions

Move Servant. When a creature charmed by the nampi or under its control is hit with an attack or fails a saving throw, the nampi can force the creature to move up to its speed without provoking opportunity attacks.

Spells marked with OES can be found in Orana's Expanded Spellbook.

Art Credit: Cristi Balanescu, WotC