Narrik
Creature 7 — aberration
Far below the surface of Golarion, packs of narriks hunt in Darklands tunnels, looking for unfortunate beings to devour. These horrific creatures are vaguely humanoid but lack a traditional head—dozens of largely vestigial eyes top their bodies, while a massive, fang-filled mouth splits their chest. Their long tongue contains olfactory organs, which narriks primarily use to hunt. Narriks' favorite prey are sentient beings—calignis, hryngars, umbral gnomes, and surface adventurers and traders—an
Source: pathfinder-monster-core-2
Perception +15
Skills athletics +17, intimidation +17, stealth +15, survival +15
Str
+6
Dex
+4
Con
+2
Int
-1
Wis
+4
Cha
+2
AC 24
Fort +18
Ref +15
Will +12
HP 130
Immunities precision
Speed 25 feet
Offense
Melee Jaws +18, Damage 2d6+8 piercing
Melee Claws +18, Damage 2d4+8 slashing
Ranged Spit +16, Damage 1d4 bludgeoning
Abilities
Darkvision — Darkvision
Taste Fear — A narrik viscerally tastes fear. They can use scent as a precise sense when detecting frightened creatures.
Vestigial Eyes — A narrik's vision is limited. It's only a precise sense within 30 feet, and an imprecise sense beyond that.
Catalyzing Demise —
Quick Congeal — A narrik's strange body chemistry causes their blood to congeal almost instantly. They automatically succeeds at flat checks to recover from persistent bleed damage.
Psychotropic Saliva (poison) — The target's frightened value doesn't automatically decrease at the end of its turn while affected by this poison
Saving Throw DC 22 Fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage and Frightened 1 (1 round)
Stage 2 1d8 poison damage and Frightened 2 (1 round)
Stage 3 1d10 poison damage and Frightened 3 (1 round)
Tanglespit — A creature hit by the narrik's tanglespit is Immobilized as the viscous glob quickly solidifies. The DC to Escape or Force Open the tanglespit is 25. The glob becomes fragile and brittle after 1 minute, automatically freeing the creature.
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