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AnkhravCreature 3

Source Pathfinder Bestiary
Perception +7 (darkvision, tremorsense (imprecise) 60 feet)
Languages none
Skills Acrobatics +6, Athletics +11, Stealth +8
Str +4, Dex +1, Con +3, Int -4, Wis +0, Cha -2

AC 20; Fort +12; Reflex +8; Will +7;
HP 40
Speed 25 feet (burrow 20 feet)

Mandibles One Action +13 (+8, +3) to hit (acid) 1d6 Acid + 1d8+4 Piercing
Acid Spit One Action +10 (+5, +0) to hit (acid, range 30) 3d6 Acid


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Armor-Rending Bite Two Actions

The ankhrav makes a mandibles Strike; if the Strike hits, the target's armor takes the damage and the acid damage bypasses the armor's Hardness.

Spray Acid Two Actions (acid)

Frequency once per hour

Effect The ankhrav spews acid in a 30-foot cone, dealing 3d6 acid damage and 1d6Persistent Damage (DC 20 basic reflex save).

These horse-sized, burrowing monsters generally avoid heavily settled areas like cities, but ankhravs' predilection for livestock and humanoid flesh ensures that the creatures do not remain in the deep wilderness for long. Desperate farmers whose fields become infested by ankhravs often have little recourse but to seek the aid of adventurers.

Ankhravs are immense, burrowing, and insectile predators, considered by inhabitants of the rural areas of the world to be an all-too-common plague.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.