Injured Fury. While it has 10 hit points or fewer, the Ailmokx can make a rock attack as a bonus action.
Ankle-Bound Air Sacs. These sacs exhale along with the Ailmokx’s mouth, blowing dust, leaves, or other easily-blown material over top of its tracks. Wisdom (Survival) checks made to track the Ailmokx have disadvantage, and in difficult terrain, the tracking DC increases by 5 as well.
Furthermore, the Ailmokx is immune to level 1-3 exhaustion, and does not suffer from these penalties even when a higher level of exhaustion is reached.
Multiattack. The Ailmokx can make one attack with its claws and one with its bite.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 4 (2d4) slashing damage.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 4 (1d6) piercing damage.
Rock. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/60 ft., 1 target. Hit: 5 (1d8) bludgeoning damage.
Description
Ailmokxi are said to have evolved from a long line of alien species, and their giant brain and three hearts proves this theory even more. Their bizarre appearance also features four fangs per jaw, a towering head, a unique language of clicks and whistles, a heightened nervous system that intensifies both pain and local tremors, and an inflatable air sac attached to each of their ankles. The flaps in these clever appendages function not only as an alternate breathing system that wards off exhaustion, but also as makeshift fans which blow over tracks left behind by any Ailmokx who finds themselves under pursuit.
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