Villain Actions
Burrow. It burrows into the ground and pops up underneath a target with a single claw attack (1D4 + 3) then burrows away. Movement is 20ft and has to wait a mere 2 rounds to do it again.
Pull Underground. Whilst underground, it pops up underneath a target and pulls them underground with the beast. No damage is taken however the target must waste a turn getting unborrowed to continue fighting.
Claw-Claw-Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Claw (1D4 + 3) Slash with a Bite (2d6 + 3) pierce damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. If successful with hit, the target must make a dex save greater than the attack die, if failed, the target gets knocked back 5ft.
Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Acid Glob. When an enemy moves within its 30ft ranger, the creature will spit an acid glob onto the target. The target must make a DC 13 CON if failed the target is stuck in place for one round and a (1D6) acid damage.
Acid for Blood. The first melee attack on the monster will crack open its carapace, spewing out blood that will burn like acid onto the opposer. Happens only once in combat if at all, melee fighter will suffer a immediate 2D4 acid damage.
Death Throws. Sprays acid on nearby targets with 10ft.
Lair and Lair Actions
Immune to Flanking
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