Anakore Dune King
Medium aberrant humanoid
Level 9 Skirmisher (Leader) XP 400
| HP 94; Bloodied 47 | Initiative +11 |
| AC 23, Fortitude 21, Reflex 22, Will 20 | Perception+12 |
| Speed 5 (earth walk), burrow 6 (loose earth only) | Low-light vision, tremorsense 5 |
Traits
Dune Diver
The dune king can charge while burrowing.
Sensitive to Light
When the dune king is exposed to direct sunlight or takes radiant damage, it takes a -2 penalty to attack rolls until the end of its next turn.
Standard Actions
(⚔) Claw (poison) ✦ At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d10 + 6 damage, and the target is slowed (save ends). If the target is already slowed, it is instead immobilized (save ends).
ᗕ Sand Eruption ✦ Recharge ⚄ ⚅
Requirement: The dune king must be underground.
Effect: The dune king moves 4 squares to a square that is not underground. When it first enters a square that is not underground during this movement, it makes the following attack.
Attack: Close burst 2 (enemies in the burst); +11 vs. Reflex
Hit: 4d10 + 3 damage, and the dune king slides the target 2 squares.
Effect: Each anakore in the burst can shift 3 squares as a free action. The area of the burst becomes difficult terrain until the end of the encounter.
Minor Actions
Sand Slide ✦ At-Will
Effect: The dune king shifts 1 square.
Skills Stealth +14
Str 18 (+8) Dex 20 (+9) Wis 16 (+7)
Con 14 (+6) Int 8 (+3) Cha 8 (+3)
Alignment Evil Languages Deep Speech
Published in Dark Sun Creature Catalog, page(s) 13.