Anakore

''You see before you a hunched humanoid with a bony, wedge-like head sporting small, flat ears and sunken, beady eyes. The creature also possesses a curious spinal ridge.''

Tactics
Dune freaks usually attack their foes by burrowing underneath them, and then striking from beneath with their sharp claws and poisonous bite. Once the anakoreʹs poison has had a chance to work, the dune freak will pull its victim under the sand and let it suffocate.

Description
Anakore, also known as dune freaks, are a race of dim-witted humanoids that live in subterranean colonies, occasionally roaming the surface of Athas to hunt. They have a dorsal ridge running along their spine that allows them to pick up vibrations traveling through the sand. With it, they can detect creatures moving along the sand.

Anakore are encountered alone only when they are stranded far from their tribe, most often in the aftermath of a defeat. At all other times, they are surrounded by other dune freaks.

The anakore are nomadic burrowers who are constantly moving through the sandy wastes of Athas. It is often possible to identify an area through which anakore have passed by the dead plants found there—the anakore chew the roots away, leaving the upper stalks exposed.

In addition to their diet of plant roots, the anakore also eat meat—mekillot, inix, erdlu, elf, dwarf, halfling, and nearly anything except kank, which they detest.

The anakore live within any sandy heap, such as sand dunes or the alluvial fans at the mouths of the canyons. 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.

Society
Dune freaks usually live within sandy heaps, like dunes, or the alluvial fans at the mouths of canyons. Normally they operate in small packs, usually between two to twelve individuals, with the most aggressive acting as leader.

Anakore as Characters
An anakoreʹs favored class is cleric. Leaders are usually clerics who serve, almost exclusively, the element of Earth, but a few exceptions have been known. Anakore rarely have the talent to be fighters or rangers, but some excel as rogues. Most anakore spellcasters, however, are defilers. Anakore favor spells that hide them from or distract their enemies.

Anakore possess the following racial traits.
 * +2 Str, +2 Dex, +2 Con, –4 Int, –2 Cha
 * Medium size. Anakore have no special bonuses or penalties due to their size.
 * Monstrous Humanoid: An anakore is not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
 * Anakore base land speed is 30 feet. Dune freaks also have a burrow speed of 20 ft.
 * Low-light vision.
 * Racial Hit Dice: A dune freak begins with 3 levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3 and Will +3.
 * Racial Skills: A dune freaks monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skill is Stealth.
 * Racial Feats: A dune freak's monstrous humanoid levels give it two feats.
 * Weapon Proficiency: A dune freak is proficient with all simple weapons and its natural weaponry.
 * +1 natural armor bonus.
 * Natural Weapons: 2 claws (1d4), 1 bite (1d2).
 * Attack Options (see above): Improved grab, rend, suffocation.
 * Special Qualities (see above): Tremorsense 60 ft., light blindness.
 * Automatic Languages: Terran. Bonus Languages: none.
 * Favored Class: Cleric.
 * Level Adjustment: +2.