The Dragonlance Nexus

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Anhkolox

D&D 3e (3.0/3.5) Rules

by James O'Rance


Huge Undead
Hit Dice: 12d12 (78 hp)
Initiative: -1 (Dex)
Speed: 20 ft., Swim 20 ft.
AC: 14 (-2 size, -1 Dex, +7 natural)
Attacks: 2 claws +6, horns +3
Damage: Claws 2d4+10, bite 1d6+5
Face/Reach: 15 ft. by 15 ft./10 ft.
Special Attacks: Breath weapon, burn, ensnare, improved grab, trample
Special Qualities: Cold and fire resistance 20, SR 15, turn resistance +2
Saves: Fort +6, Ref +3, Will +5
Abilities: Str 30, Dex 9, Con —, Int 1, Wis 4, Cha 4
Skills: Move Silently +4, Spot +3
Feats: Great Fortitude, Improved Bull Rush, Multiattack
Climate/Terrain: Any aquatic, desert, marsh, and underground
Organisation: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral
Advancement: 13-16 HD (Huge); 17-24 HD (Gargantuan)

The anhkolox is an undead beast of unknown origin, probably related to the stahnk and gholor. Like these other undead beasts, the anhkolox dwells alone in desolate regions, having long ago destroyed all other creatures in its immediate vicinity.

The anhkolox is a reptilian beast twenty feet in length, with glowing green bones protruding from its rotting flesh. The beast is extremely hot, and radiates an aura of heat and the foul stench of burning, rotted meat. It has a great horned head, and bare ribs that form a nasty cage. An anhkolox walks on all fours but can rear up on its hind legs to bring its powerful forelegs to attack, balancing with its stubby tail.

Combat

The anhkolox assaults anything that moves, attacking with its razor-sharp claws and horned head. It prefers to focus on one opponent at a time, flinging others away or ensnaring them in the barbed cage of its exposed ribs.

Breath Weapon (Su): An anhkolox can breath an icy cone of green flame, seven feet long, once every 1d4 rounds. An opponent struck by the green fire takes 2d4 points of damage (Reflex save for half damage, DC 13). Opponents who fail this saving throw suffer from throbbing bones for 1d6 minutes, and suffers a -1 penalty to attacks and AC.

Burn (Su): Creatures hitting an anhkolox with natural weapons or unarmed attacks take 1d6 points of fire damage due to intense heat. This even occurs underwater.

If the beast strikes an inflammable object (such as a wooden shield) or is struck by one (such as a staff), the object bursts into flames, taking 1d6 points of damage per round. A creature can take a move-equivalent action to beat out the flames (this provokes an attack of opportunity). Objects cannot burn underwater.

Improved Grab (Ex): An anhkolox must hit with its claw attacks to use improved grab. A creature grabbed by the anhkolox may be flung thirty feet away if it is Medium-size or smaller, taking falling damage.

Trample (Ex): As a standard action during its turn each round, a anhkolox can run over an opponent of Large size or smaller. The trample deals 3d8 bludgeoning damage, with a Reflex save (DC 26) for half damage. Trampled opponents can attempt attacks of opportunity, but these incur a -4 penalty.

Ensnare (Ex): The anhkolox can attempt to ensnare a grabbed or trampled opponent of Large size or smaller within its ribcage by making a successful grapple check. Once inside, the opponent takes 1d4 points of damage per round from the barbed bones of the beast, plus 1d10 points of damage from intense heat. A creature can break free from the ribcage once the anhkolox loses 50% of its total hit points; an anhkolox that has already taken this much damage cannot ensnare opponents.

An anhkolox's ribcage can hold one Large, two Medium-size, or four Small or smaller creatures.

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