Medium Humanoid, Neutral
Armor Class 13 Natural Armor
Hit Points 19 (3d8 + 6)
Speed 30 ft., burrow 10 ft. Expert hole makers, the Aalantir can create a small excavations in a short time.
STR
16 (+3)
DEX
14 (+2)
CON
12 (+1)
INT
9 (-1)
WIS
9 (-1)
CHA
8 (-1)
Saving Throws STR +5
Skills Survival +2
Damage Resistances Bludgeoning from non magical attacks
Senses Tremorsense 10ft Radius, Aalantir have a basic Tremorsense to help them farm underground creatures and avoid dangers., Passive Perception 9
Languages Common a very basic and slow version of Common, learned from passing travelers or through trade contacts, Terran Usually found underground in holes, they have learned to communicate with earthen creatures
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Rough Skin. Aalantir have a naturally Rough hide, Melee attacks that are non magical do 1d4 less damage.

Actions

Sickle. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 5 (1D4 + 3) Slashing damage. 

Javalin. RangedWeapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 5 (1D6 + 2) Piercing damage.

Reactions

Underground Punch. When fighting underground against the Aalantir while underground they can as a Reaction make an unarmed melee attack when they are attacking in melee.

Description

Aalantir are mostly passive creatures that build their houses into the rock or underground areas that best suit their needs. They are prone to making underground farms of both vegetation and insects for their primary dietary needs. Once provoked the Aalantir will group into packs in which to hunt down their attackers, a life of hard work and living in the rough underground has toughened their skin for combat. If faced on their home turf the Aalantir may pose a greater threat than it seems.

Environment: ForestHillMountain

GLG

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