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Narrik

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.

Recall Knowledge - Aberration (Occultism): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak NarrikCreature 6

Large Aberration 
Source Monster Core 2 pg. 233
Perception +13; darkvision, scent (imprecise) 120 feet, taste fear, vestigial eyes
Languages Aklo
Skills Athletics +15, Intimidation +15, Stealth +13, Survival +13
Str +6, Dex +4, Con +2, Int -1, Wis +4, Cha +2
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.
AC 22; Fort +16, Ref +13, Will +10
HP 110; Immunities precision
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.Catalyzing Demise [free-action] 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 23 Reflex save or be immobilized by tanglespit and exposed to psychotropic saliva.
Speed 25 feet
Melee [one-action] jaws +16 [+11/+6], Damage 2d6-2+8 piercing plus psychotropic salivaMelee [one-action] claws +16 [+12/+8] (agile), Damage 2d4-2+8 slashingRanged [one-action] spit +14 [+9/+4] (range increment 30 feet), Effect tanglespit plus psychotropic salivaPsychotropic 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 20 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.

Sidebar - Related Creatures Alchemical Furnaces

Most intelligent creatures avoid narriks, but some particularly brave— or foolhardy—deros and adventurers hunt them to harvest psychotropic saliva, tangle spit, and other alchemical additives. Because narriks' bodies explode upon death, hunters must capture living subjects to garner such materials.

Shelyn's Corner

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