🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

NarlynarkCreature 5


UniqueSmallEvilHumanoidKobold
Source Pathfinder Adventure: Crown of the Kobold King
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

AC 22; Fort +14; Reflex +10; Will +13;
HP 75
Speed 25 feet
Resistances Electricity 5, Poison 5

Sickle One Action +12 (+8, +4) to hit (agile, finesse, trip) 1d4+2 Slashing

Wild Retreat Three Actions (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.


Primal Prepared Spells (DC 22, +14 to hit)

Cantrips (3rd Level): Acid Splash, Electric Arc, Produce Flame, Ray of Frost
1st Level: Burning Hands, Create Water, Heal, Spider Sting
2nd Level: Create Food
3rd Level: Fireball, Lightning Bolt



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Kobold

A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision.