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|Hit Dice:||3d10+9 (25 hp)|
|Speed:||30 ft., burrow 20 ft.|
|AC:||18 (-1 size, +9 natural)|
|Attacks:||Bite +6 melee|
|Face/Reach:||5 ft. by 10 ft./5 ft.|
|Special Attacks:||Improved grab, acid, spit acid|
|Saves:||Fort +6, Ref +3, Will +2|
|Abilities:||Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6|
|Climate/Terrain:||Temperate and warm plains, forest, and underground|
|Organization:||Solitary or cluster (2-4)|
|Advancement:||4 HD (Large); 5-9 HD (Huge)|
CombatAn ankheg usually lies 5 to 10 feet below the surface until its antennae detect the approach of prey. It then burrows up to attack. (Treat this as a charge.)
Improved Grab (Ex): To use this ability, the ankheg must hit with its bite attack. If the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at burrowing speed, dragging the victim with it.
Acid (Ex): Acidic enzymes drip from an ankheg's mouth each round it maintains a hold. It automatically deals 1d4 points of acid damage each round in addition to bite damage.
Spit Acid (Ex): Stream of acid 5 feet high, 5 feet wide, and 30 feet long, once every 6 hours; damage 4d4, Reflex half DC 14. One such attack depletes the ankheg's acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. Ankhegs do not use this ability unless they are desperate or frustrated. They most often spit acid when reduced to fewer than half their hit points or when they have not successfully grabbed an opponent.
Tremorsense (Ex): Ankhegs can automatically sense the location of anything within 60 feet that is in contact with the ground.
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