![]() ![]() To be compared to a z'tal is an insult as the creatures are known to panic and run off cliffs and into the Sea of Silt. Roasted, the three pieces will feed six hungry individuals or one half-giant. Z’tal meat is dense and coarse, though the hind quarters (drumsticks) and tail of an adult z’tal make excellent eating (once the scales have been carefully removed). When threatened, z’tal scream and run, and their frightened scream can cause vertigo in most creatures long enough for the z'tal to flee. These noises are intended predominantly to keep the herd within a single area. Z’tal constantly make a series of chirps, squeaks, and squawks. Varying in shades of tans and browns, z’tal are covered by sharp, feather-like scales. The vestigial forearms and claws are seldom used. Their long, thick tail is used for balance when they hop. Their small head is rounded in the back with a sharp, hard point on the end. Z’tal jump wherever they go on powerful hind legs that end in sharp talons. Z’tal are small, easily-panicked, upright lizards that hop in shepherded groups called "leaps" across Athas. Any damage or perceived threat of damage immediately ends this effect. radius or creature doesn't move or take actions for 1 hour. Pheromones 1/day, DC 8 Constitution saving throw in 10 ft. ![]() Kips will eat anything that doesn’t put up a fight, including garbage. Their elongated, pointy snouts and keen sense of smell aid them in their search for food. Dwarven communities keep the kip herd in a slow, constant motion since kip tend to destroy roots of growing plants. ![]() Kips and dwarves seem to be complementary in pace and temperament. Roasted, an adult kip will feed two very hungry dwarves made into a stew, the meat and broth will easily feed six. Kip herds provide a staple of meat and leather goods in most dwarven communities. Most creatures wander away from the kip when affected. The leathered kip grows from 2’-4’ in length and can release a dulling pheromone against predators that temporarily impairs their desire to eat, drink, and live. Their supple, armor-like covering makes excellent durable leather goods. The kip is a shy, slow, six-legged, armored creature that digs and eats roots of plants and trees. These animals have 1 hit die, 1 hit point, no attacks, and no ability score modifiers. Some have been partially domesticated or are stupid enough to allow themselves to be captured and herded. Many beasts are used on Athas for food, clothing, or weapons. At the end of each of its turns, the target may make a save to end the poison effect. If the save is failed by 5 or more, the target is also paralyzed. Hit: 2 (1d4) piercing damage and the target must make a DC 13 Constitution saving throw or be poisoned for 1d4 rounds. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. The anakore may make a bite attack as a bonus action against a creature it is grappling.īite. The anakore cannot grapple more than one target. Hit: 6 (1d4+4) slashing damage and the target is grappled (escape DC 14). While in sunlight, the anakore has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Senses tremorsense 30 ft., Darkvision 30 ft., passive Perception 10.In addition to their diet of plant roots, the anakores also eat meat – mekillot, inix, erdlu, elf, dwarf, halfling, and nearly anything except kank. They are rarely found outside of sandy areas, but they can walk upright across various kinds of terrain – though they are unusually vulnerable in this state and will avoid fighting at all costs. Normally, they travel and hunt in small packs of two to twelve individuals, with the largest, most aggressive acting as leader. The anakore live within any sandy heap, such as sand dunes or the alluvial fans at the mouths of the canyons. This fin is actually a sensitive organ which picks up minute vibrations traveling through the sand. The anakore have an unusual dorsal ridge running along their spine. The bright light of Athas’ sun blinds the anakore during the day, but at night they can see as clearly as most beings do during the day. They ambush prey by burrowing under the sand. The dune freaks, or anakore, are a race of dimwitted humanoids with bony, wedge-like heads, small ears pressed close to the sides of their heads, and sunken, beady eyes covered by clear membranes to prevent sand from scratching these delicate tissues. ![]()
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