TEXT: Exotic Encounters:
  Ankhegs
  Alex Riggs
  
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  version 1.0a, Secti on 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deiti es, etc) dialogue, plot, storylines, locati on, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either in the public domain, or is used 
  under a creati ve commons license or another license of some kind. Necromancers of the Northwest claims no copyright 
  or ownership over any art other than the Necromancers of the Northwest logo and the Exoti c Encounters logo. 
  Open Game Content: Except for material designated as Product Identi ty or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defi ned in the Open Game License 
  version 1.0a Secti on 1(d). No porti on of this work other than Open Game Content may be reproduced in any form 
  without writt en permission.
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  Designer
  Alex Riggs
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Designer
  Credits
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfi	nder	Bestiary, and the long line 
  of monstrous encyclopedia that came before it, do 
  a great job of attacking the problem of providing 
  game statistics and mechanical information for 
  a very wide variety of creatures. There are a lot of 
  strange creatures from fantasy novels and movies, 
  from ancient mythology, and, as time went on, 
  from the twisted minds of game designers and 
  even GMs, for that matter. Anyone today who tried 
  to go about creating an extensive bestiary of all the 
  diff erent cool and interesting fantasy monsters 
  could fi ll three or four volumes with three hundred 
  monsters each, and still have a long way left to 
  go, with fans crying out for various “forgotten” 
  monsters to get some attention. That kind of 
  breadth doesn’t leave a whole lot of room for depth, 
  and that’s where Exotic	Encounters	comes in.
   
  There are all kinds of reasons why you 
  might not want to use a monster stat-block straight 
  from the core rules. For one thing, if your players 
  have a habit of browsing through such books, or 
  are long-time veterans who know the basic ins 
  and outs of most fantasy staples, you may need an 
  unusual stat-block just to throw them a curve ball 
  and teach them that they can’t count on their out 
  of character knowledge to take all the mystery out 
  of the game. Alternatively, many GMs can recall 
  a time when they wanted to make use of a certain 
  monster in their game, only to fi nd that it was a few 
  CRs too high or low for what they had in mind.
  Exotic	Encounters	takes a single, iconic 
  monster, and creates three new variants on that 
  theme. These variants aren’t simple tweaks, and 
  are more than simply advancing or removing Hit 
  Dice, though that occurs as well. Each of these 
  three variations on the monster’s theme has a 
  specifi c, fl avorful goal in mind, and a role to play, 
  and their statistics entries are gently massaged in 
  order to make them fi t those roles. Further, each 
  of these variants comes with brand new specially-
  crafted special abilities, which are unique to Exotic	
  Encounters and not found anywhere else.
   
  This particular installment of Exotic	
  Encounters	focuses on the terrifying and ant-like 
  ankhegs, creatures which have a long gaming 
  pedigree, created for Dragon magazine and 
  predating even Advanced	Dungeons	and	Dragons. 
  This book explores three new types of ankhegs, 
  including the spitting ankheg, a smaller variant 
  that relies on its acidic spit to take down foes, 
  the sand devil ankheg, an ambush predator 
  that is capable of bursting from beneath the 
  ground, grabbing a target, and dragging him back 
  beneath the ground in a single motion, and the 
  toxic ankheg, a variation that releases its acid as 
  a toxic cloud, which not only burns its prey, but 
  also sickens them and envelops them in a vision-
  obscuring green haze of acidic gas.
  Image © Can Stock Photo Inc. / Kikkerdirk
  CRs too high or low for what they had in mind.
  Image © Can Stock Photo Inc. / Kikkerdirk
  
  3
  Spitting Ankheg
  	
  The	creature	before	you	is	an	insectlike	
  creature	the	size	of	a	large	dog	or	a	child.	Its	
  carapace	is	a	glossy,	reflective	black,	and	its	large	
  compound	eyes	glitter	menacingly	in	the	light.	From	
  its	mandibles	drip	a	constant	stream	of	dribbling	
  green	acid,	which	dribbles	to	the	ground	with	a	
  hiss.	The	creature	cocks	its	head	and	chitters	at	you	
  unintelligibly.
  ANKHEG, SPITTING 
   
   
         CR 2
  XP 600
  N Small magical beast
  Init +3; Senses darkvision 60 ft., low-light vision, 
  tremorsense 60 ft.; Perception +8
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+3 Dex, +5 natural, 
  +1 size)
  hp 13 (2d10+2)
  Fort +4, Ref +6, Will +1
  OFFENSE
  Speed 20 ft., burrow 20 ft.
  Melee bite +3 (1d6 plus 1d6 acid)
  Ranged acid glob +6 touch (1d6 acid)
  Special Attacks adhesive spit
  STATISTICS
  Str 10, Dex 17, Con 12, Int 1, Wis 13, Cha 4
  Base Atk +2; CMB +1; CMD 11 (19 vs. trip)
  Feats Skill Focus (Perception)
  Skills Climb +4, Perception +8
  SQ potent acid
  ECOLOGY
  Environment temperate or warm hills, plains, or 
  swamps
  Organization solitary or pair
  Treasure incidental
   
  Acid Glob (Ex): A spitting ankheg is 
  capable of spitting globs of deadly acid. The 
  spitting ankheg can make a ranged touch attack 
  with a range increment of 15 feet. If the attack hits, 
  it deals 1d6 points of acid damage to the target.
   
  Adhesive Spit (Ex): In addition to its 
  normal acid, a spitting ankheg can also spit a 
  special acid that is more adhesive, clinging to 
  the target, slowing him down and continuing to 
  damage him. Any time that the spitting ankheg 
  uses its acid spit ranged attack, it can choose to 
  use this ability. It must declare that it is using this 
  ability before the attack roll is made. If the attack 
  hits, the target must succeed on a Reflex save (DC 
  12) or suffer a -2 penalty on attack rolls and move at 
  half speed, as the clinging acidic substance makes 
  it difficult for him to move. These penalties last for 
  one minute, or until the target takes a full-round 
  action to scrape the adhesive spit from his body, 
  whichever comes first. Additionally, as long as the 
  adhesive spit remains on the target, each round, 
  at the beginning of the target’s turn, it suffers 
  an additional 1d6 points of acid damage. Once a 
  spitting ankheg uses this ability, it must wait 2d4 
  rounds before it can use it again.
   
  Potent Acid (Ex): A spitting ankheg’s 
  acid is particularly effective at breaking down and 
  destroying inanimate objects. Acid damage dealt 
  by the spitting ankheg’s acid spit is not halved 
  before applying hardness. Additionally, whenever 
  the spitting ankheg confirms a critical hit on 
  a creature with its acid spit attack, one of that 
  creature’s held or worn items is damaged by the 
  attack, as well, as though the target had rolled a 
  natural 1 on a saving throw to resist an effect. See 
  the Pathfinder	Roleplaying	Game	Core	Rulebook	for 
  more information on damaging objects.
  Ecology
   
  Though spitting ankhegs are much smaller 
  than their more common cousins, they are nearly 
  as dangerous, for they  produce much larger 
  quantities of their acidic saliva, and are capable of 
  propelling their deadly payload at much greater 
  distances. Because spitting ankhegs are not 
  limited in the frequency with which they can use 
  their acid spit, they have developed to take down 
  their foes from a range, burrowing beneath the 
  earth, popping up a safe range from their prey, 
  and harassing them with ranged volleys of acid, 
  then popping back into the ground and moving 
  again when their target tries to flee (or, in the 
  case of adventurers and larger predators, when it 
  tries to close to melee). Spitting ankhegs are even 
  more agressive than their larger cousins, and will 
  tenaciously pursue any threat for miles, harassing 
  it from a range until it is worn out and brought low.
  
  4
  Sand Devil Ankheg
   
  In	a	sudden	shower	of	dirt,	a	horrible	
  monstrosity	erupts	from	the	grown	below	you.	
  There	is	a	horrible	screeching	sound,	and	a	rapid	
  slashing	sound	as	huge,	powerful	mandibles	
  attempt	to	slice	you	in	two.	The	horrible	creature	
  behind	the	attack	is	some	sort	of	giant,	ant-like	
  creature,	its	carapace	a	dull	brown,	its	huge,	alien	
  compound	eyes	an	angry,	glowing	red.
  ANKHEG, SAND DEVIL 
   
   
         CR 5
  XP 1,600
  N Large magical beast
  Init +0; Senses darkvision 60 ft., low-light vision, 
  tremorsense 60 ft.; Perception +6
  DEFENSE
  AC 18, touch 9, flat-footed 18 (+9 natural, -1 size)
  hp 51 (6d10+18)
  Fort +7, Ref +4, Will +2
  OFFENSE
  Speed 30 ft., burrow 40 ft.
  Melee bite +8 (2d6+6 plus 1d4 acid and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks spit acid
  STATISTICS
  Str 19, Dex 10, Con 17, Int 2, Wis 13, Cha 6
  Base Atk +5; CMB +9 (+15 grapple); CMD 19 (27 
  vs. trip)
  Feats Improved Grapple, Skill Focus (Climb), Skill 
  Focus (Perception)
  Skills Climb +13, Perception +9
  ECOLOGY
  Environment temperate or warm deserts, hills, 
  mountains, or plains
  Organization solitary, pair, nest (3-6), or colony 
  (8-14)
  Treasure incidental 
   
  Spit Acid (Ex): Once every 6 hours, a 
  sand devil ankheg can spit a 30-foot line of acid. 
  Creatures struck by this acid take 4d4 points of 
  acid damage (Reflex DC 16 halves). Once a sand 
  devil 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, a sand 
  devil 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.
   
  Tunneling Ambush (Ex): A sand devil 
  ankheg is capable of erupting from beneath 
  the earth, grabbing a creature in its mandibles, 
  and sinking back down into the ground in but 
  a moment. As a full-round action, a sand devil 
  ankheg that is directly beneath a creature on 
  the surface can burst from the ground and make 
  a single bite attack against the creature above 
  it. If the attack hits, and the sand devil ankheg 
  successfully grabs the target, it may immediately 
  make a combat maneuver check as part of the 
  grapple to move the grapple, carrying its prey back 
  beneath the surface. If this check is successful, or 
  if the sand devil ankheg fails to grab the target in 
  the first place (but not if it grabs the target and 
  fails the grapple check to move it), then the sand 
  devil ankheg may burrow away, moving up to half 
  its burrow speed if it is grappling, or up to its full 
  burrow speed if it isn’t. Though the sand devil 
  technically enters and leaves the target’s square as 
  part of this attack, that part of the movement does 
  not provoke attacks of opportunity.
  Ecology
   
  While all ankhegs are known for their skill 
  at burrowing, and are universally reviled by farmers 
  for their tendency to destroy farmland and ruin 
  crops, sand devil ankhegs are the most terrifying 
  type of ankheg to be lurking beneath one’s feet. 
  Ambush predators by nature, these ankhegs are 
  specialized to burst up from beneath the soil with 
  surprising speed, grab their prey in their pincers, 
  and retreat beneath the soil before anyone can 
  make a move to stop them.
   
  Sand devil ankhegs are somewhat more 
  cunning than their more common cousins, and 
  have been known to keep “larders,” or sealed-off 
  underground chambers where they deposit their 
  prey to save for later. It is not uncommon for them 
  to deposit such prey in these chambers alive, then 
  wait a day or two to eat them, allowing them to run 
  out of oxygen and die a slow death by suffocation, 
  saving the ankheg the trouble of killing them itself.
  
  5
  Toxic Ankheg
  	
  The	creature	before	you	resembles	a	giant	
  ant,	the	size	of	a	horse.	Its	carapace	is	a	slick	and	
  oily	black-green	shade,	which	seems	to	shimmer,	
  as	though	coated	in	some	kind	of	oil	or	grease.	A	
  greenish	foam	bubbles	between	its	mandibles,	and	
  hisses	and	steams	as	it	drips	slowly	onto	the	ground	
  below.
  ANKHEG, TOXIC 
   
   
   
         CR 7
  XP 3,200
  N Large magical beast
  Init +0; Senses darkvision 60 ft., low-light vision, 
  tremorsense 60 ft.; Perception +8
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)
  hp 60 (7d10+42)
  Fort +11, Ref +7, Will +4
  Immune acid, poison
  Defensive Abilities acidic blood
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Melee bite +11 (2d8+6 plus 1d8 acid and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks noxious breath
  STATISTICS
  Str 19, Dex 10, Con 22, Int 1, Wis 15, Cha 5
  Base Atk +7; CMB +11 (+15 grapple); CMD 21 (29 
  vs. trip)
  Feats Improved Natural Attack (bite), Lightning 
  Reflexes, Weapon Focus (bite)
  Skills Climb +10, Perception +8
  ECOLOGY
  Environment temperate or warm jungles, marsh, 
  or plains
  Organization solitary, pair, or brood (1-2 plus 1d4 
  young toxic ankhegs)
  Treasure incidental
   
  Acidic Blood (Ex): Whenever a creature 
  deals 5 or more points of slashing or piercing 
  damage to a toxic ankheg in a single attack, the 
  toxic ankheg’s acidic blood gushes from the wound, 
  dealing 1d4 points of acid damage to that creature.
   
  Noxious Breath (Ex): As a standard action, 
  a toxic ankheg can breathe out a cloud of acidic, 
  toxic vapor from its mouth. The noxious vapors 
  quickly expand to fill a 30-ft.-radius area centered 
  on the ankheg. Each creature that enters or begins 
  its turn in the area of the noxious vapors takes 2d6 
  points of acid damage, and is nauseated for one 
  round. A successful Fortitude save (DC 19) halves 
  the damage and leaves the creature sickened, 
  instead of nauseated. The vapors also provide 
  concealment within the area, as the spell fog	cloud. 
  The cloud of noxious breath remains for 2d4 
  rounds, or until it is dispersed (a moderate wind 
  [11+ mph] disperses the cloud in 4 rounds; a strong 
  wind [21+ mph)] disperses the cloud in 1 round). 
  A toxic ankheg must wait 1 minute after using this 
  ability before it can be used again. Toxic ankhegs 
  are immune to the nauseating effect of the vapors, 
  but not the concealment that the vapors provide. 
  The saving throw DC is Constitution-based.
  Ecology
   
  Perhaps the most fearsome variety of 
  ankheg, the toxic ankhegs are so named for 
  their particularly potent acidic breath. Whereas 
  other species of ankheg spit or spray their acidic 
  secretions, the toxic ankheg is instead adapted to 
  breathe out huge clouds of acidic gases, which, not 
  only burn their prey, but also sicken them, taking 
  the fight out of their victims. A toxic ankheg’s 
  noxious breath has been known to not only kill 
  a live deer but dissolve its skin in a matter of 
  minutes. Normally, the ankheg would then devour 
  the quickly-liquifying remains, but even without 
  further interference, the flesh would dissolve 
  completely in a matter of minutes. For this reason, 
  some assassins and trapmakers prize toxic ankheg 
  breath, and demand for the product has created 
  a growing industry in toxic ankheg farming, a 
  profession that is fraught with peril beyond even 
  what most adventurers face.
   
  Unlike most ankhegs, toxic ankhegs 
  mate for life, and raise their young to the point 
  of maturity. Toxic ankheg nests can usually be 
  identified from a notable distance, as they mark 
  the edges of their territory with their noxious 
  acid, and in some cases the area as much as a mile 
  around a toxic ankheg nest stinks with an acrid, 
  bile-like scent, which grows stronger as the nest is 
  approached.
  
  6
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
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  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
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  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
   
  END OF LICENSE 
  
  Exotic Encounters: Ankhegs
  
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