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Ankheg

CR 3.00 Magical Beast N Large HD 3
This burrowing, bug-like monster scuttles about on six legs, drooling noxious green ichor from its clacking mandibles.

Ankhegs are an all-too-common plague upon the rural areas of the world. These horse-sized burrowing monsters generally avoid heavily settled areas like cities, but their predilection for livestock and humanoid flesh ensures that they do not keep to the deep wilderness either. Their preferred habitat is rural farmlands, as the loose soil of such regions makes it easy for the creatures to burrow. Tales speak of larger ankhegs that dwell in remote deserts—such creatures likely feed primarily on giant scorpions and camels, and rarely come in contact with civilization due to their remote locations. (A desert ankheg is a Huge advanced ankheg.)

In combat, an ankheg prefers to attack with its bite. Against multiple foes, an ankheg often grabs one of the available targets and then attempts to retreat to safety, burrowing into the ground. A creature carried underground can still breathe with difficulty (the ankheg needs to breathe as well, so its tunnels are relatively porous), but is often eaten alive before its allies can rescue it.

Ankhegs burrow with their legs and mandibles, moving with unsettling speed through loose soil, sand, gravel, and the like—they cannot burrow through solid stone. Burrowing ankhegs can construct tunnels by pausing frequently to shore up the walls with a thicker, less caustic secretion from their mouths. If an ankheg chooses to make a permanent tunnel when burrowing, it moves at half speed. A typical ankheg tunnel is 10 feet tall and wide, roughly circular in cross-section, and from 60 to 150 feet long ([1d10 + 5] × 10). Clusters of ankhegs often share the same territory and create intricate winding networks of tunnels under farmlands, sometimes resulting in sinkholes where too many burrow at once.

Although ankhegs resemble immense vermin, they are in fact much more intelligent than the typical arachnid and, given time and a talented trainer, can even be trained to serve as mounts or beasts of burden. The fact that even “domesticated” ankhegs are prone to squirting acid when frightened or startled makes them unsafe at best in most heavily populated regions, but for more savage races like hobgoblins, troglodytes, and particularly orcs, ankhegs make popular guardians or even pets.

HP
28 (3d10+12)
AC
16, touch 9, flat-footed 16 (+7 natural, -1 size)
Init
+0
Speed
30 ft., burrow 20 ft.
Fort
+6
Ref
+3
Will
+2
BAB
+3
CMB
+7 (+11 grapple)
CMD
17 (25 vs. trip)
Melee
bite +5 (2d6+4 plus 1d4 acid and grab)
Space
10 ft.
Reach
5 ft.
str
16
+3
dex
10
+0
con
17
+3
int
1
-5
wis
13
+1
cha
6
-2

Spit Acid — Once every 6 hours, an ankheg can spit a 30-foot line of acid. Creatures struck by this acid take 4d4 points of acid damage (Reflex DC 14 halves). Once an ankheg uses this attack, it must wait 6 hours before using it again. Additionally, during this time period, its bite attack does not inflict any additional acid damage. As a result, an ankheg does not use this ability unless it is desperate or frustrated, most often spitting acid when reduced to fewer than half its full normal hit points or when it cannot not successfully grab an opponent. The save DC is Constitution-based.

Universal Monster Rules

Grab (bite) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Special Abilities

Spit Acid from text
Once every 6 hours, an ankheg can spit a 30-foot line of acid. Creatures struck by this acid take 4d4 points of acid damage (Reflex DC 14 halves). Once an ankheg uses this attack, it must wait 6 hours before using it again. Additionally, during this time period, its bite attack does not inflict any additional acid damage. As a result, an ankheg does not use this ability unless it is desperate or frustrated, most often spitting acid when reduced to fewer than half its full normal hit points or when it cannot not successfully grab an opponent. The save DC is Constitution-based.

Feats, Traits & Items

Skill Focus (Perception) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus
Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus

Climb +8, Perception +8

Details
Type
Magical Beast
Alignment
N
Size
Large
Environment
temperate or warm plains
Organization
solitary, pair, or nest (3-6)
Treasure
incidental
Senses
darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +8
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
2 House/Core
  • Uses feat: Skill Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
View references and cross-links for Ankheg

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OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.