Narai
Narai are large amphibious creatures that can swim through both the sea and the air. They resemble jellyfish and glow in bioluminous shades of pastel. They are not capable of speech due to their physiology, but are highly intelligent creatures and look favorably upon peaceful coast-dwellers.
Narai | |||||
|---|---|---|---|---|---|
| Monster Level: 1 | |||||
| Medium. Eldritch Beast (Psionic) | |||||
| STR | DEX | END | AWR | INT | CHA |
| -1 | 2 | 0 | 1 | 2 | 1 |
| Ref: 12 | Fort: 10 | Ant: 11 | Log: 12 | Will: 11 | |
| Armor Rating 10 | Resist Psionic 3, Arcane 6, Occult 6 Immune Psychic | ||||
| Hit Points 15 | Vulnerable Primal 1, Divine 1 | ||||
| Speed 0 ft, Swim 20 ft, Fly 20 ft | Traits Immutable, Unerring Mind | ||||
| Features | |||||
| Psionic Navigator. The Narai can cast the Telepathic Anchor invocation 1/Rest and can cast the Psychonavigation psionic spell at will.
Electric Body. When a creature hits the Narai with a melee attack, it must make a DC 11 END check. If it fails, the creature’s turn immediately ends. Penetrating. The Narai crits on a roll of 19-20. | |||||
| Actions | |||||
The Narai can MOVE and take ONE of the following actions. | |||||
| Move. The Narai can move up to its speed.
Sting. Reach 10ft Natural Weapon. +2 vs AR. Hit: 5 (1d10) lightning. On a crit, the creature is Paralyzed until the end of its next turn. | |||||