Silka “Spindle-Limbs” Kreel
The Folded Smile | Limbs Like Lies | Wherever She Ain’t Supposed To Be
“She ain’t here on her own, lad. The puppet-strings pull taut from somewhere behind the curtain — and two more performers are trapped in the same damn act.”
🎤 Mirthos “The Velvet Noose” — the bard who never died, just kept monologuin’
💪 Barroch “Meatgrip” Muldoon — the big lad with bigger problems
📜 Catch the whole grim performance in The Circus That Sets Up Without Askin’
Stat Block – Silka (5e-Compatible)
CR: 7
Type: Medium Humanoid (Human)
Alignment: Neutral (But puppeted by Mirthos)
Role: Skirmisher / Ambush Striker / Close-Quarters Chaos
Tactical Theme: Unpredictable contortionist who evades with disturbing flexibility, attacks from unthinkable angles, and becomes nearly unhittable if left untargeted for too long.
Core Stats
AC: 17 (Ridiculous Posture & Preternatural Reflexes)
HP: 112 (15d8 + 45)
Speed: 40 ft. (Climbing speed 30 ft.)
Saving Throws: DEX +5, CON +5
Skills: Acrobatics +11, Stealth +8, Insight +6
Damage Resistances: Bludgeoning from non-magical attacks
Condition Resistances: Grappled, Restrained (advantage on saves vs both)
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Common (rarely speaks), Circus Sign (gesture-based)
Special Abilities
💃 Melt and Flow (Reaction, 3/Day)
When targeted by an attack, Silka may collapse bonelessly into the floor or nearest vertical surface. She gains +5 AC against that attack and can immediately move 10 feet without provoking opportunity attacks, even through enemy spaces.
“She didn’t dodge. She folded.”
🦶 Reverse Pivot (At-Will, Melee Only)
If a creature is within 5 ft of Silka, she can make a contorted counterattack — even if she’s facing the opposite direction.
Gains Advantage if target has already attacked her this round
Deals 1d10+4 slashing (bladed gloves) and target must succeed a DC 14 DEX save or fall prone as she hooks their ankle from beneath them
🕷️ Spider-Walk Pulse (Recharge 4–6)
Silka bonelessly climbs across the battlefield — up walls, under furniture, over bodies.
Move up to 30 feet in any direction (vertical, upside-down, under terrain)
All creatures she moves through must succeed on a DC 14 CON save or take 2d6 psychic damage from her uncanny motion and be Frightened until the end of their next turn
🤹 Double-Jointed Feint (1/Turn)
Silka targets a creature within 10 ft and makes a feint attack. Target must succeed on a DC 15 WIS save or lose their Reaction and have Disadvantage on their next attack against her.
🧵 Tethered Puppet (Passive Effect)
While tethered by Mirthos:
Gains +2 to all attack rolls
Immune to being Charmed or Frightened
If Mirthos is incapacitated, Silka screams, takes 2d10 psychic damage, and falls prone, dazed for 1 round
Multiattack
Silka makes two unarmed strikes with her bladed gloves.
Bladed Gloves: +5 to hit, 1d8+4 slashing
If both hit the same creature, she may make an extra Reverse Pivot attack as a bonus action
Equipment
Fleshseam Gloves: Razor-lined performance gloves. Deal slashing instead of bludgeoning. Leave fine cuts shaped like stage markings.
Silence Bells (2): Small toe rings enchanted to emit magical silence when she drops prone. Lasts 1 round. She uses this for sneak repositioning.
Red Thread Anklet: Binding mark from Mirthos. Can be targeted and destroyed (AC 18, HP 10) to temporarily sever her tether for 1d4 rounds.
📌 “She ain’t sneakin’. She’s just... not where she should be. Never is. She crawls sideways through places that ain’t there, and then she’s behind ya, foot over shoulder, sayin’ nothin’ while she stabs ya in the knee.”
👉 Think yer rogue's slippery? Drop Silka into yer session and watch ‘em flinch. Then swing by the Tavern Toolshed and Player Builds & NPCs to see how other GMs have handled her... or failed to.
How Silka Fights
“She don’t lunge, lad. She leaks toward ya. Meltin’ down chairs, slidin’ up rafters. She’s what happens when flexibility meets murder and forgets how to knock first.”
Silka isn’t meant to stand in the middle of a fight — she flows around it, slipping into spaces between players, sneakin’ up walls, under tables, through illusions. She dodges by collapsing. She attacks with limbs that don’t ask permission from bones. She is a nightmare of close-quarters unpredictability.
Her Combat Priorities:
Punish grouping. She wants to land Spider-Walk Pulse on as many as possible
Exploit confusion. When your players are yelling “HOW DID SHE—?” she strikes
Disrupt spellcasters and rogues. She targets the “safe” backliners first
Stay mobile. Never stop collapsing, climbing, twisting — don’t let her be cornered
Tactics Breakdown:
First Round:
Uses Spider-Walk Pulse to skitter up a wall, across the ceiling, through multiple PCs
Drops prone and activates Silence Bells to reposition without drawing AoOs
Targets the most armored foe with Double-Jointed Feint to confuse them early
Mid-Fight:
Exploits tether buffs from Mirthos to harass ranged casters and healers
Combos Reverse Pivot with normal Multiattack to keep players guessing
Uses Melt and Flow as a reaction any time a player tries to “lock her down”
Final Rounds:
Gets more feral. Her face loses emotion, movements become faster but less human
If Mirthos goes down: She screams, collapses, then rises shaking — but more erratic
May attack without aiming, as if puppeted violently
How to Use Silka In Your Campaign
Silka works best in fights where the players feel too safe in formation. She destroys assumptions about enemy movement. One round she’s climbing your monk’s back, next round she’s hanging upside-down and gutting your wizard with her toes.
She’s great in:
Indoor fights, cramped quarters, or enclosed dungeons
Dimly lit circus tents where her movement and silence bells shine
Boss fights with layers, like Mirthos + Barroch, where she’s the middleweight dancer
Where to Place Her:
As a mid-campaign elite minion or right-hand freak
As a one-off “weird assassin” encounter in a traveling show
As a cursed performer the party might even free — if they figure out Mirthos is puppeteering her
When to Use Silka (and When Not To)
“Don’t drop Silka into yer tavern brawl unless yer ready fer someone to crawl under the damn bar.”
Ideal Times to Use Silka:
When the party relies on positioning
When players are confident in their melee control
When you want a boss that’s more psychological than punchy
If your party needs a “WTF just hit me?” moment
When to Hold Back:
If the players are already overwhelmed by Mirthos’ charm/disruption
If the fight space is too wide open (she loses her horror when in the open field)
If your table gets visibly frustrated by unpredictability
If you're already using another dodge-heavy enemy — she'll just feel like a repeat
Campaign Integration Ideas
Whispers of a “dancer” who can climb upside-down on shadow
Posters where her limbs are printed at unnatural angles — give players the creeps
Rescue Mission? Party thinks they’re saving her... only to trigger the tether
Lone Encounter: She stalks the party at night. Tent appears. She drops. She folds.
Mike’s Word on Spindle-Limbs
“I don’t hate Silka, lad. I pity ‘er. Not cause she’s sad — cause she’s stuck. Her body’s a damn instrument now, and Mirthos plays it like a haunted fiddle. I’ve seen her twist through a fencepost and drop behind the cleric without breakin’ stride. If she ever gets control back? Hope she don’t remember yer face.”
📌 “If yer players don’t feel physically uncomfortable fightin’ her, then somethin’s wrong. She ain’t scary cause of what she does. She’s scary cause of how she moves.”
👉 Need more chaos? Check the rest of the Tavern Toolshed for monsters that fold reality, break structure, and ruin battle maps. Or head to GM Wisdom for advice on how not to die when yer players lose their minds mid-session.