Dunesayer (5e Creature)

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Dunesayer[edit]

Small monstrosity, unaligned


Armor Class 13
Hit Points 55 (10d6 + 20)
Speed 20 ft., burrow 40 ft.


STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 14 (+2) 6 (-2) 15 (+2) 8 (-1)

Skills Stealth +5
Proficiency Bonus +2
Senses tremorsense 30 ft., passive Perception 12
Languages
Challenge 4 (1,100 XP)


ACTIONS

Multiattack. The dunesayer makes two attacks: one with its bite and one with its sting.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) poison damage, and the target must make a successful DC 12 Constitution saving throw or become poisoned and paralyzed while poisoned this way. A creature poisoned this way repeats the saving throw at the start of each of its turns, ending the effect on itself on a success.

Sandblast (Recharge 4-6). A mass of particulate erupts from beneath the dunesayer in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 20 (3d10 + 4) bludgeoning damage and being knocked prone on a failed save, or taking half as much damage and remaining upright on a success. The dunesayer must be standing on sand, earth, snow, or detritus to use this action.

BONUS ACTIONS

Sandstorm. The dunesayer causes an area with a radius of up to 90 feet centered on itself to be enveloped in a tornado of particulate, which lasts until the dunesayer dismisses it (no action required) or becomes incapacitated; this area is lightly obscured and becomes difficult terrain. Each creatures other than the dunesayer that is within this area or that starts its turn there must succeed on a DC 13 Strength saving throw to avoid being knocked prone. At the start of each of the dunesayer's turns, it can force creatures it chooses in this area to be buffeted by stinging waves of particulate; each target must make a DC 14 Dexterity saving throw, taking 4 (1d8) bludgeoning damage and becoming blinded until the start of its next turn on a failed save, or taking half as much damage and not being blinded on a success.
The dunesayer must have sufficient sand, earth, snow, or detritus around it to use this feature.


dunesayer.png
Art by Jonathan Wojcik

The dunesayer whips sand, soil, or other granular detritus into a whirling dust storm, obscuring its presence as it tracks prey and awaits an opening for its paralyzing sting. In an emergency, it may even concentrate its field into a focused stream, shredding the flesh of an opponent with a powerful sand blast.
In its preferred habitat, a dunesayer rarely exposes its entire body and feels uncomfortably vulnerable above ground, swimming effortlessly through sand or soil in a rapid corkscrew-like pattern. It is quite fond of bones and has been known to wear a hollowed-out skull over its cranium, disguising itself as it peers above the sand to watch for prey.

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