Gravity Aura: Creatures that end their turn within 20ft of Ank'rathum must make a DC 16 Strength saving throw or suffer 2d8 force damage and be knocked prone. Half damage on a successful save.
Multi Attack: Each round Ank'Rathum can use either it's Primordial locator or Macro Blast as well as making 2 attacks with either its Claws or Tail.
Primordial Locator: Ank'rathum focuses his blindsight in a 90ft cone, creatures in that area must succeed on a DC 16 wisdom save or be teleported directly in front of it.
Macro Blast: Ank'Rathum expels a blast of force energy in a 60 foot line that is 10 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking (6d6) force damage on a failed save, or half as much damage on a successful one.
Claw Attack: Melee Weapon Attack: +8 to hit, reach 5ft., one target Hit: 12 (2d8 + 4) slashing damage.
Tail Attack: Melee Weapon Attack: +8 to hit, range 15 ft., one target. Hit: 12 (2d8 + 4) bludgeoning damage.
The Ank'Rathum can use it's Force Pulse once per combat round.
Force Pulse: Ank'rathum can activate a 30ft range force pulse that either pulls all creatures and objects towards it by 30 ft or pushes them away by 30ft
Description
The Akn'Rathum is an infernal construct created through the summoning of a fiend from the nine hells and working it's body with sygaldry. Through these practices often completed by highly skilled artificers the beast can be brought under control by restricting it's vision to limit it's fiendish impulses. In addition to this, it is empowered with abilities to manipulate the gravitational waves around it, to pull victims closer to it, or by blasting them with raw force energy.
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