Anakore Dune King
Medium aberrant humanoid
Level 9 Skirmisher (Leader) XP 400

HP 94; Bloodied 47Initiative +11
AC 23, Fortitude 21, Reflex 22, Will 20Perception+12
Speed 5 (earth walk), burrow 6 (loose earth only)Low-light vision, tremorsense 5


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).

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.