Bestiary · Humanoid

D'horvakk Dunerider

A dunerider is a D'horvakk who has bonded a Khazrath Sand Wyrm. Bonding means entering the tunnel network alone and surviving direct confrontation. If the serpent does not kill the aspirant, a bond can form through pheromonal and vibration signaling, and most aspirants die in the attempt. In war a clan's authority passes from the chieftain to whichever dunerider it will follow.

D'horvakk Dunerider, drawn at Large scale
Physiology
Humanoid
Size
Large
Speed
30 ft., burrow 20 ft.
Armor class
18 (Khazrath scale harness)
Hit points
157 (15d10 + 75)
Proficiency
+4
  • STR 21 +5 save +9
  • DEX 16 +3 save +3
  • CON 20 +5 save +9
  • INT 13 +1 save +1
  • WIS 17 +3 save +7
  • CHA 15 +2 save +2
Skills
Animal Handling +7 , Survival +7 , Athletics +9 , Perception +7
Passive Perception
17
Senses
tremorsense 90 ft., darkvision 120 ft.
Languages
Istryx, Common
Damage resistances
fire, bludgeoning
Condition immunities
frightened
Found in
Desert , Khazrath tunnel network

Equipment

Traits

  • Khazrath Bond

    One Khazrath Sand Wyrm within a mile acts on the dunerider's initiative and will not attack it.

  • War Leader

    D'horvakk within 60 feet add 1d6 to their damage rolls.

Actions

  • Bonded Lance

    +9 to hit · Istryxian Bio-Lance · reach 15 ft.

    4d6 + 5 poison damage

    Two attacks. A creature hit by both is marked; until the end of the dunerider's next turn the bonded Khazrath has advantage on attack rolls against it.

  • Serpent Eruption

    DC 15 Dexterity save

    A 30-foot line erupts from below. Each creature there takes 10d8 bludgeoning damage and is knocked Prone on a failed save, or half damage on a success. Recharges on a 5 or 6.

  • Protect the Khazrath Reaction

    When a creature attacks the dunerider's bonded Khazrath within 60 feet, the dunerider makes one Bonded Lance attack against it.