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NarrikCreature 7


Medium​Aberration​
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; Reflex +15; Will +12;
HP 130
Speed 25 feet
Immunities precision

Jaws One Action +18 (+13, +8) to hit 2d6+8 Piercing
Claws One Action +18 (+14, +10) to hit (agile) 2d4+8 Slashing

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

Trigger The narrik is reduced to 0 Hit Points


Effect When a narrik is slain, their internal chemistry undergoes a violent chain reaction. They explode, and all creatures in a 5-foot emanation must succeed at a DC 25 reflex save or be Immobilized by tanglespit and exposed to psychotropic saliva.

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.


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—and they savor the flavor fear adds to raw flesh. Among the assorted alchemical substances naturally produced by their bodies is a psychotropic saliva that fills victims with terror, not only enhancing the taste but also allowing narriks to more easily hunt.

Narriks have little in the way of a civilization, as they primarily spend their time hunting rather than building or other activities. Scholars are unsure how they reproduce, as none have gotten close enough to study such habits. However, there are records of attacks from markedly less mature narriks throughout history. Such assaults have occurred far from other narriks, so many believe that narrik offspring are forced to create their own packs once they reach adulthood.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.