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Narkarn ● Ancient ● Large

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.

Special Characteristics
  • Ambush: A Narkarn gains an extra Primary, Secondary, and Move Action on the first round of combat.
  • Craven Speed: A Narkarn gains 2 bonus Movement per round when it has 0 Tenacity.

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.

Adventure Hook

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.

Narkarn Stats

PD: 4     MD: 3     AD: 3

Health: 18      Tenacity: 26

Initiative: 7      Speed: 7 (Climb, Walk)     Resilience: 2

Bra: 3     Fin: 4     Ref: 3
Int: 3     Wit: 4     Awa: 4
Cha: 3    Per: 3     Com: 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

Primary Actions

Constrict and Claw
2 Melee Attacks
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.
4D + 2 vs PD
Deals 1d4 damage. The Target is exposed to Narkarn Poison.

Poison Spray
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.

Secondary Actions

Tail Push
The Narkarn can move a Foe within Reach 3 hexes.


Tail Pull
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.

Questions, Comments, Thoughts, Concerns?