b'Haakjir \n'b'  Medium   monstrosity ,  neutral  \n'b'  Armor Class  15 (natural armor) \n'b' Hit Points  52 (8d8 + 16) \n'b' Speed  40 ft., burrow 15 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX:  16 (+3)  CON:  15 (+2)  INT:  5 (\xe2\x80\x933)  WIS:  10 (+0)  CHA:  8 (\xe2\x80\x931)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +4,  Stealth  +5,  Survival  +2 \n'b' Damage Resistances  acid, piercing, slashing \n'b' Senses   darkvision  120 ft., tremorsense 30 ft., passive  Perception  14 \n'b' Languages  understands Undercommon but can\xe2\x80\x99t speak \n'b' Challenge  3 (700 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Earth Climb . The haakjir can climb difficult earth or stone surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'  Earth Glide . The haakjir can burrow through nonmagical, unworked earth and stone. While doing so, the haakjir doesn\xe2\x80\x99t disturb the material it moves through. \n'b'  Earthen Claws . The haakjir\xe2\x80\x99s claws easily meld through stone and metal. When the haakjir makes a Claw  attack  against a creature wearing nonmagical metal armor or wielding a nonmagical metal  shield , the  attack  ignores the AC bonus provided by the armor or  shield . If the target is a construct made of stone or metal, the  attack  ignores the AC bonus provided by the target\xe2\x80\x99s natural armor, if any. \n'b'  Pack Tactics . The haakjir has advantage on  attack  rolls against a creature if at least one of the haakjir\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'  Stone Camouflage . The haakjir has advantage on  Dexterity  ( Stealth ) checks made to  hide  in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The haakjir makes one Bite  attack  and two Claw attacks. \n'b'  Bite .  Melee Weapon Attack : +5 to hit, 5 ft reach, one target.  Hit : 10 (2d6 + 3) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +5 to hit, reach 5 ft, one target.  Hit : 8 (2d4 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' The saber-toothed cat climbed out of the rock, its claws melding into the stone with each step. More glowing eyes appeared behind it as its brethren rose out of the surrounding rock. The haakjir (pronounced \xe2\x80\x9chock-jur\xe2\x80\x9d) was created by the deep gnomes by combining traits from earth elementals with sabertoothed tigers to be a guardian for gnomish enclaves. \n'b'  Elemental Beasts . The haakjirs\xe2\x80\x99 elemental heritage gives them significant advantages in the depths of the world, such as dense skin and the ability to meld with stone and earth. They didn\xe2\x80\x99t inherit all of the elemental\xe2\x80\x99s hardiness and must still eat,  sleep , and breathe, preventing them from hiding within stone for long periods of time. \n'b'  Steadfast Companions . The priestesses of the  deep gnome  goddess of motherhood, health, and the hearth raise the haakjirs in their subterranean temples. Trained to work singly and in small packs under the  command  of the priestesses, the haakjir shine when the enclave is alerted to threats. Though bred and trained by priestesses, haakjirs are very social and protective creatures, making them steadfastly loyal companions and valued members of many  deep gnome  families. \n'b'  Territorial Protectors . Haakjirs are cunning creatures, and intolerant of any creature that intrudes upon their territory or threatens their wards. A pack of haakjir stalk and observe potentially dangerous intruders by hiding within stone. \n'b' Haakjirs are trained to  attack  from above and drop into the center of a group to create maximum  confusion . They fight to the death only if a  deep gnome  or the enclave is in direct danger; in all other circumstances, they retreat when severely injured. \n'b' Variant: Vektyr \n'b' It took several generations for the ancient deep gnomes to get a domesticated guardian creature for their enclaves. Vektyrs, early progenitors to the haakjir, were particularly vicious and unsociable. \n'b' Vektyrs replace the haakjir\xe2\x80\x99s Pack Tactics trait with the following trait: \n'b'  Pounce . If the vektyr moves at least 20 feet straight toward a creature and then hits it with a Claw  attack  on the same turn, that target must succeed on a DC 13  Strength  saving throw or be forced  prone . If the target is  prone , the vektyr can make one Bite  attack  against it as a bonus action.'