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Narra — Afams token & 5e stat block by Clay Cyanide

Narra

Afams

headlong charger of the walking grove

CR2
AC13
HP41
TypeMedium plant

Narra — The Encounter

headlong charger of the walking grove · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Narra

Narra is the fastest wood in the walking grove, a long-limbed runner that hits the foe's line like a falling tree. Where the elders crawl, Narra sprints, branches raking the air, and the warband loves to loose it at a clustered enemy to scatter them prone before the slow brutes arrive. It is reckless but not a leader—it has no patience to hold a line and no defense against a thrown torch—so the grove uses it as a battering charge and nothing more. Those who hear the ground-shudder of root-feet pounding closer have only a breath to brace before the forest itself bowls them over.

Run Narra in Sixty Seconds

Narra

Medium plant, neutral

CR 2 · 450 XP · GUIDELINE
AC 13 (bark hide) HP 41 (6d8+14) Speed 40 ft.
STR16+3
DEX15+2
CON15+2
INT8-1
WIS11+0
CHA9-1
Saves
SkillsAthletics +5
Resistbludgeoning
Imm
Sensespassive Perception 10
LanguagesSylvan

Crashing Charge. If Narra moves at least 20 feet straight toward a target and hits it with a Raking Claw on the same turn, the target takes an extra 5 (2d4) slashing damage and must succeed on a DC 12 Strength save or be knocked prone.

Flammable. Narra is vulnerable to fire damage while not in contact with living soil.

Actions

Multiattack. Narra makes two Raking Claw attacks.

Raking Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

A storm-driven tree-thing caught mid-stride, branches streaming back as it crashes headlong across the loam.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · NATIVE
AC13HP41 (6d8+14) To-hit+5Save DC12

Open with a 20-ft. charge into a clustered or backline target to knock it prone, then claw again. Let the brutes follow up on whatever Narra floors. When bloodied, peel off and re-charge from a new angle rather than standing and trading. Narra batters for the warband—never solo.

Tier 2Levels 5-10 · GUIDELINE
AC15HP110 (17d8+34) To-hit+7Save DC14

Run Narra as the grove's shock charger: line up runs that knock priority targets prone for the pack to swarm. It darts in and out, never holding ground alone.

Tier 3Levels 11-15 · GUIDELINE
AC17HP180 (24d8+72) To-hit+9Save DC16

Use Narra as the moving grove's hammer, always coordinated with the line. Charge to scatter and prone clusters so the brutes clean up; keep the warband spread so fire can't catch Narra mid-run with the others.

Put Narra on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Narra?

Narra is CR 2 (450 XP) at its native Tier 1. Raise its AC, HP, to-hit, and save DC into the Tier 2 or Tier 3 bands for higher-level play; its charge and claws never change.

How does Narra fight alongside the rest of the Afams?

Narra is the warband's shock charger. It sprints in, knocks priority targets prone with Crashing Charge, and leaves the brutes to finish them. It darts in and out, never holding the line alone.

Is Narra a boss?

No. Narra is rank-and-file and not solo_capable, with no legendary actions. It is a reckless battering charge for the grove and burns quickly if a torch catches it in the open.

Tell Us How It Ran

Played Narra at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.