Narkarn
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Narkarns are cunning, sneaky, and deceitful. They will almost always run or cower from a fair fight and wait until they have the upper hand before attacking.
A Narkarn will focus all of its Attacks on the target it thinks is the weakest. It will use its Tail Push and Constrict powers to try and separate the target from their allies.
Everything Floats – A Narkarn, or small group of Narkarns, have taken up residence in a city’s sewers and people have begun disappearing at night.
Health: 18 Tenacity: 26
Initiative: 7 Speed: 7 (Climb, Walk) Resilience: 2
Skills: Academics 1, Athletics 2, Deceive 2, Detection 3, Insight 2, Intimidate 2, Natural Attack 2, Natural Magic 1, Stealth 2
Traits: Cowardly ● Sneaky ● Deceitful
Constrict and Claw
2 Melee Attacks
Constrict
4D + 2 vs PD
Deals 1d8 + 3 damage. The Narkarn can Restrain (Acrobatics or Athletics CR: 4 to break the Restrain).
Narkarns gain Advantage against any Stuck target. They can use Restrain against additional enemies on subsequent turns.
Claw
4D + 2 vs PD
Deals 1d4 damage. The Target is exposed to Narkarn Poison.
Poison Spray
Ability
1 / Combat
Combat ● Chain: 5 from Self
The Narkarn sprays the hexes with Narkarn Poison. Any character that begins their Turn In or Moves Into the hexes is exposed to Narkarn Poison.
Tail Push
Ability
The Narkarn can move a Foe within Reach 3 hexes.
Tail Pull
Ability
〇 A Foe moves Into or Out Of Reach.
The Narkarn can move the Target 3 hexes.
Narkarn Poison
CR: 3
Wounded: 2 and Slowed.