Maramorian Sand Echo (5e Creature)

From D&D Wiki

Jump to: navigation, search

Maramorian Sand Echo[edit]

Large undead, lawful neutral


Armor Class 13 (natural armour)
Hit Points 123 (13d10 + 52)
Speed 30 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 18 (+4) 6 (-2) 8 (-1) 5 (-3)

Skills Stealth +6
Damage Resistances fire
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 9
Languages understands Common, Ignan, and Maramorian, but can't speak
Challenge 6 (2,300 XP)


Desert Camouflage. The maramorian has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

Earth Glide. The maramorian can burrow through nonmagical, unworked earth and stone. While doing so, the maramorian doesn't disturb the material it moves through.

Turn Immunity. The maramorian is immune to effects that turn undead.

ACTIONS

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Hurl Acid. Ranged Weapon Attack: +3 to hit, range 15/30 ft., one target. Hit: 7 (2d6) acid damage.

Wall of Sand (Recharge 6). The maramorian magically forms a wall of sand on a solid surface it can see within 60 feet of it. The wall is 5 feet thick and up to 30 feet long and 10 feet high.
When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated.
The wall lasts for 1 minute or until the maramorian is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, and immunity to poison and psychic damage.


When maramorians die, they are typically consumed by their compatriots in a cannibalistic ritual that is part funeral, part gory feast. Some, however, are chosen to join the ranks of the sand echoes. Through rituals that tap into elemental power, the deceased maramorian is preserved and animated into unlife to serve eternally as a protector to its people. A sand echo's sole objective is to protect the tribe; all other matters are unimportant to it, and it cares nothing at all for coins or material wealth. It glides effortlessly through sand and stone to accomplish its goal, manipulating the sand around it into barriers or hurling acid from its empty carapace. It also doesn't need to eat or drink, so those resources can be allocated amongst the others of the tribe. Most maramorian tribes create only one sand echo at a time, though some have been known to create several.

Undead Nature. A maramorian sand echo doesn't require air, food, drink, or sleep.



Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!


Advertisements: