Anchor Down. The anchor man carries two anchors, while one of the anchors is on the ground the anchorman can only be moved to spaces within 15 ft. of it’s anchor, if both of these anchors are dropped the anchorman can only move or be moved to spaces within 30 ft. of both anchors.
Hard headed. This creatures Headbutt attack does an extra 1d4 damage (already factored into the damage of the attack).
Multiattack. The Anchorman can make three attacks, an Anchor chop, Anchor throw, Anchor pull or Headbutt.
Anchor chop. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Anchor throw. RangedWeapon Attack: +7 to hit, range up to 15 ft., one target. Hit: 13 (2d8 + 4) piercing damage. The Anchorman’s Anchors are attached to each other through a belt, which only has enough chain to throw both of his anchors for a total of 30 ft. away from each other.
Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 4) bludgeoning damage.
Anchor pull. The Anchorman pulls the anchor, any creature in a 5 ft. line between the anchorman and the thrown anchor must make a DC15 Strength or Dexterity saving throw or be pulled up to 15 ft. toward the Anchorman and take (1d8 + 4) bludgeoning damage.
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