Narlynark
Creature 5 (unique) — humanoid, kobold
Pre-Remaster content. May include legacy alignment.
WeaverLANDhumanoid
Source: crown-of-the-kobold-king-bestiary (Pre-Remaster)
Perception +13; darkvision
Languages common, draconic, sakvroth
Skills acrobatics +12, deception +11, nature +13, stealth +12, survival +13
Str
+0
Dex
+3
Con
+3
Int
+0
Wis
+4
Cha
+2
Items Sickle, Leather Armor, Wand of Spider Climb (Level 2)
AC 22
Fort +14
Ref +10
Will +13
HP 75
Resistances electricity 5, poison 5
Speed 25 feet
Offense
Melee Sickle (agile, finesse, trip) +12, Damage 1d4+2 slashing
Abilities
Wild Retreat (move, primal) — Frequency once per hour
Requirements Narlynark is adjacent to at least one enemy;
Effect Narlynark shrieks in terror, a sound that quickly transitions from a kobold cry to the shrill cry of a bird. A pair of feathery wings grows from his back and his feet turn into bird talons. As he leaps into the air to flee, his talons lash out-one adjacent enemy of Narlynark's choice takes 3d6 + 6 slashing damage (DC 22 Reflex). Narlynark can then fly up to 35 feet away. He must end his movement in a space that isn't adjacent to any enemies, and if he doesn't end the movement on the ground, he falls to the ground as his wings vanish and his feet return to normal.
Requirements Narlynark is adjacent to at least one enemy;
Effect Narlynark shrieks in terror, a sound that quickly transitions from a kobold cry to the shrill cry of a bird. A pair of feathery wings grows from his back and his feet turn into bird talons. As he leaps into the air to flee, his talons lash out-one adjacent enemy of Narlynark's choice takes 3d6 + 6 slashing damage (DC 22 Reflex). Narlynark can then fly up to 35 feet away. He must end his movement in a space that isn't adjacent to any enemies, and if he doesn't end the movement on the ground, he falls to the ground as his wings vanish and his feet return to normal.
Primal Prepared Spells DC 22, attack +14
3rd Fireball, Lightning Bolt
2nd Create Food
1st Burning Hands, Create Water, Heal (×2), Spider Sting
Cantrips (3rd) Acid Splash, Electric Arc, Produce Flame, Ray of Frost
WORKS WELL WITH
AnvilLANDAn Anvil resolves the fragility tension by intercepting threats the Weaver cannot survive.
CrasherLANDA Crasher capitalizes on the tempo created by the Weaver's primal debuffs and trip.
PUNISHES
✖ low Reflex
same-Weaver pairing leaves the front line too thin for the party's survivability
Works well with · Punishes · Pairing advice
Unlock with Tactics
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