Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Circumstance: Narlynark is adjacent to at least one enemy;
Frequency: once per hour
Male kobold druid
Ability
Primal Prepared Spells
DC 22, attack +14; 3rd fireball, lightning bolt; 2nd burning hands, create food, heal; 1st create water, heal, spider sting; Cantrips (3rd) acid splash, electric arc, produce flame, ray of frost
Ability
Wild Retreat
Circumstance: Narlynark is adjacent to at least one enemy;
Frequency: once per hour
Narlynark shrieks in terror, a sound that quickly transitions from a kobold cry to the shrill cry of a bird. A pair of feathery wings grows from his back and his feet turn into bird talons. As he leaps into the air to flee, his talons lash out—one adjacent enemy of Narlynark's choice takes 3d6+6 slashing damage (DC 22 basic Reflex save). Narlynark can then fly up to 35 feet away. He must end his movement in a space that isn't adjacent to any enemies, and if he doesn't end the movement on the ground, he falls to the ground as his wings vanish and his feet return to normal.
Offense
Melee
Circumstance: combat round (melee)
sickle +12 [+8/+4] (agile, finesse, trip), Damage 1d4+2 slashing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Kobold
A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision. An ability with this trait can be used or selected only by kobolds.
Item
leather armor
primal focus (wand of spider climb made from a giant spider's foot)
sickle
Language
Common
Draconic
Undercommon
Perception
darkvision
Resistance
electricity 5
poison 5