Medium Aberration, Neutral Evil
Armor Class 15 natural armor
Hit Points 45 (6d8 + 18)
Speed 30 ft., Burrow 20 ft.
STR
17 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
7 (-2)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws STR +5, DEX +4, CON +5
Skills Stealth +6, Survival +5
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11
Languages Deep Speech
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Sunlight Sensitivity. While in sunlight, the anakore has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Anakore makes 2 claw attacks

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) [slashing] damage, can grapple target instead of dealing damage

Drag Under. The anakore can drag the target its grappling dealing 2d4 bludgeoning damage. The target becomes [blinded] and [restrained] and starts to suffocating. Target can make a DC 13 Strength saving throw to resurface.

Description

The dune freaks, or anakore, are a race of dimwitted humanoids with bony, wedgelike heads, small ears pressed close to the sides of their heads, and sunken beady eyes covered by clear membranes to prevent sand from scratching these delicate tissues.

The anakore have an unusual dorsal ridge running along their spine. This fin is actually a sensitive organ which picks up minute vibrations traveling through the sand. With it, they can locate a solitary creature walking on the sand from as far away as five miles. Anakore usually attack their foes by burrowing underneath them, then striking from beneath the victim with their sharp claws.

The anakore are nomadic burrowers who are constantly moving through the sandy wastes of Athas. It is often possible to identify an area through which anakores have passed by the dead plants found there - the anakores chew the roots away, leaving the upper stalks exposed. In addition to their diet of plant roots, the anakores also eat meat.

Habitat: Desert

jackdaughter

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