Ank
A large lizard-like creature used as a herd animal and food producer in the desolate places of the world, the ank is a staple the deserts and wastes.
Anks are large, semi-domesticated, lizard-like creatures that travel the Wildelands in herds. They are useful in the dry lands due to their unique water preservation ability. They chew grasses and plants and deposit a honey-like substance into pouches near its neck. Originally, this was a survival technique for the ank alone, but as they became domesticated, they have been bred to produce a much larger supply of the substance. Not only are anks extremely useful as pack animals in the deep desert, but are also great sources of nourishment in barren lands.
—From the Journal of Jarin Plainswalker
Ank
- Challenge Rating: 3
- Size: Large
- Type: Animal
- Initiative: +1
Defense
- Hit Points: 37 (5HD: 5d8+15)
- Armor Class: 15, touch 9, flat-footed 15 (-1 Size, +6 Natural)
- Saves: Fort +7 Ref +4 Will +1
- Weaknesses: None
Offense
- Speed: 20 ft.
- Base Attack: +3
- Melee: Bite +6 Melee (1d8+4) or tail slap +6 melee (1d8+4)
- Ranged: —
- Special Attacks: —
- Sanity Effects: —
Statistics
- Abilities: STR +4, DEX -1, CON +3, INT -4, WIS +1, CHA -3
- Skills: Acrobatics +0, Athletics +6, Awareness +3, Endurance +3, Knowledge -4, Persuasion -3, Spellcraft -, Survival +1, Thievery -1
- Talents: Alertness
- Special Qualities: Honey Globule Growth, Low-Light Vision, Scent,
Ecology
- Environment: Warm Plain or Desert
- Organization: Solitary, pair, herd
- Treasure: None
Honey Globule Growth – Once per day, at the end of the day, the ank grows two honey globules as a byproduct of the sunlight it has absorbed. If consumed, these grant 1 Temporary hit point (2 hours), alleviates hunger and thirst, and cures 1 mental fatigue.
Scent
This ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.