Creature: Sodden Ankhrav
Creature Family:
Ankhrav.
Note: Another interpretation for the concept of Aquatic Ankharv, for D&D 5e, can be found in Dragonix’s Deadly Denizens III (by Dragonix Books), p. 6.
The sodden ankhrav is a variant of the Ankhrav that is adapted to semi-aquatic life, burrowing through flooded tunnels. Its acid spit is jet propelled, with the acid itself being more mucusy in its composition and hydrophobic, so it removes the water from creatures it sticks to. They also have a developed wavesense, despite retaining some of their previous termorsense.
It used to be a minor menace in the lost kingdom of Yamasa, but in the years since the Eye of Abendego ravaged Yamasa and turned it into the Sodden Lands, those ankhravs became a true infestation, with druids fearing that without their natural predator - the
khravgodon, they might truly get out of control.
Despite their notoriety in the Sodden Lands (hence the naming), they actually originate from the broken continent of Azlant, where they first evolved in that way. Stories from explorers to those lands tell of many islands infested with creatures. They also seem to have managed to spread across the Inner Sea, with stories about amphibian ankhravs reaching even the Isle of Kortos, where they’re rumored to infest the coasts of the Sulwen Hills (although the stories are dismissed as an influence of the Yamasan diaspora on the local legends).
Boggards managed to recently tame sodden ankhravs, finding another used for the beasts other than food. Despite the fact that many societies throughout the Inner Sea eat ankhravs, sodden ankhravs are less desired for ingredients as they’re more close to crucestians in taste, and thus don’t fit in traditional ankhrav meals.
Sodden Ankhrav - Creature 3
[Large][Amphibious][Animal]
Perception +7; darkvision, tremorsense (imprecise) 30 feet, wavesense (imprecise) 60 feet
Skills Acrobatics +7, Athletics +11 (+13 for swimming), Stealth +8
Str +4,
Dex +2,
Con +2,
Int -4,
Wis +0,
Cha -2
AC 18;
Fort +11,
Ref +9,
Will +7
HP 40
Speed 20 feet, burrow 10 feet, swim 25 feet
Melee [Action] mandibles +13 [+8/+3] (acid, unarmed),
Damage 1d8+4 piercing plus 1d6 acid and acidic mucus.
Ranged [Action] acidic jet +10 [+5/+0] (acid, range 30 feet, water),
Damage 3d4 acid and acidic mucus.
Acidic Mucus (acid) Creatures hit by the acidic mucus don't get acid resistance from
being underwater, and also have a -10 status penalty to their movement speeds. A creature can remove acidic mucus with an
Interact action.
Spray Mucus [2 Actions] (acid, water) Frequency once per hour; Effect The ankhrav spews its acidic mucus in a 30-foot cone, dealing 3d4 acid damage and 1d6 persistent acid damage, and exposing creatures who didn’t critically succeed to its acidic mucus (DC 20 basic Reflex save).
Sodden Ankhrav Nymph - Creature 1
[Small][Amphibious][Animal]
Perception +5; darkvision, tremorsense (imprecise) 15 feet, wavesense (imprecise) 30 feet
Skills Acrobatics +8, Athletics +6 (+8 for swimming), Stealth +8
Str +2,
Dex +4,
Con +2,
Int -4,
Wis +0,
Cha -2
AC 15;
Fort +8,
Ref +10,
Will +4
HP 18
Speed 15 feet, burrow 5 feet, swim 20 feet
Melee [Action] mandibles +9 [+4/-1] (acid, unarmed),
Damage 1d6+1 piercing plus 1d4 acid and acidic mucus.
Ranged [Action] acidic jet +9 [+4/-1] (acid, range 30 feet, water),
Damage 2d4 acid and acidic mucus.
Acidic Mucus (acid) Creatures hit by the acidic mucus get half their acid resistance from
being underwater, and also have a -10 status penalty to their movement speeds. A creature can remove acidic mucus with an
Interact action.
Spray Mucus [2 Actions] (acid, water) Frequency once per six hours; Effect The sodden ankhrav nymph spews its acidic mucus in a 15-foot cone, dealing 2d4 acid damage and 1d3 persistent acid damage, and exposing creatures who didn’t critically succeed to its acidic mucus (DC 17 basic Reflex save).
Sidebar: Sodden Ankhrav’s Mucus
While the Sodden Ankhrav still doesn’t have a lot of culinary appeal, alchemists recently started to research into its hydrophobic yet sticky acid. Those unique properties can be used for unique applications of alchemy underwater, so it's now in high demand.
Item: Sodden Ankhrav Dusters - Item 5
[Uncommon][Acid][Magical][Water]
Type Specific magic weapon.
Access The Sodden Lands
Price 135gp
Usage held in 1 hand;
Bulk L
Base Weapon Knuckle duster
A version of
Ankhrav Dusters made from sodden ankhravs, its mandibles still spew some acidic mucus from them. This +1
underwater knuckle duster deals additional 1 acid damage that ignores acid resistance from
being underwater.
Activate - Acidic Mucus Fist [Action] (concentrate)
Frequency Once per hour;
Effect Until the end of your next turn, each creature hit by your strikes is affected by acidic mucus that deals 1d4 persistent acid damage and reduces any acid resistance it has by 5. Recovering from the persistent damage recovers its acid resistance (if any).
Craft Requirements The initial raw materials must include the mandibles of an sodden ankhrav.
Item: Wand of Ankhrav Form - Item 9+
[Uncommon][Magical][Polymorph]Wand]
Type Specialty Wand (
Insect Form)
Access Hold of Belkzen
The Skittermounds of Belkzen are plagued by ankhravs that can grow to monstrous sizes, and the orc druids and shamans took notice of that and created this wand to mimic their forms, combining ankhrav features to their normal insectile forms.
Activate Cast a Spell;
Frequency once per day, plus overcharge;
Effect You cast Insect form of the appropriate rank. In addition to the normal abilities of your form, you gain the following abilities:
- Tremorsense (imprecise) 15 feet, that becomes precise in that range if you already gain termorsense from your form (like with scorpion form).
- Burrow speed 15 feet.
- Deal 1d6 extra acid damage with fangs, mandibles and pincer attacks
- Add the following attack in addition to your other form attacks:
Ranged [Action] acid spit (acid, range 30 feet),
Damage 2d6 acid.
Type 3rd-rank spell;
Level 9;
Price 670gp
Type 4th-rank spell;
Level 11;
Price 1340gp
Type 5th-rank spell;
Level 13;
Price 2600gp
Craft Requirements Supply a casting of insect form of the appropriate rank.
Ancestry Feat: Noxious Spit - Feat 9
[Awakened Animal][Beastkin]
Prerequisite Animal heritage (
awakened animal) or inherent animal (
beastkin) with acid or poison spit.
You can skillfully spit poison or acid from your mouth at your enemies, just like a spitting cobra,
ankhrav or a
flynkett. You have to choose acid or poison (according to the animal you’re embodying) and this feat gains the appropriate trait, and you gain an unarmed ranged unarmed attack dealing 1d6 damage of the chosen type. On a critical hit, you also deal 1d4 persistent damage or chosen type.