Narrik
Creature 7 — aberration
WeaverSnareLANDSUBTERRANEANaberration
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; darkvision, scent (imprecise) 120 feet; taste fear, vestigial eyes
Languages aklo
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 plus Psychotropic Saliva
Melee Claws (agile) +18, Damage 2d4+8 slashing
Ranged Spit +16, range increment 30 feet, Damage 1d4 bludgeoning plus Psychotropic Saliva, Tanglespit
Abilities
Darkvision — A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-rank Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
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)
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.
WORKS WELL WITH
CrasherLAND / SUBTERRANEANA crasher capitalizes on targets the narrik immobilizes with Tanglespit or debuffs with Psychotropic Saliva poison.
FlankerLAND / SUBTERRANEANA flanker benefits when the narrik's Psychotropic Saliva locks frightened values in place and prevents the target's natural fear recovery.
ShadeSUBTERRANEANA shade that causes fear gives the narrik precise scent targeting via Taste Fear while the narrik locks that fear in place.
PUNISHES
✖ low fortitude✖ fearful enemies
Works well with · Punishes · Pairing advice
Unlock with Tactics
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