Bestiary · Draconian

PR 12

Khazrath Sand Wyrm

Khazrath are a subspecies of the sand wyrm, far larger and armored for the deeper dune systems they travel. They have tunneled entire dune systems for longer than the D'horvakk have lived on the surface above them. D'horvakk clans measure standing by how many of their members a Khazrath has bonded with.

Physiology
Draconian
Size
Colossal
Speed
20 ft., burrow 60 ft.
Armor class
19 (Khazrathian scale)
Hit points
210 (12d20 + 84)
Proficiency
+4
  • STR 26 +8 save +12
  • DEX 10 +0 save +0
  • CON 24 +7 save +11
  • INT 6 -2 save -2
  • WIS 15 +2 save +6
  • CHA 10 +0 save +0
Skills
Perception +6
Passive Perception
16
Senses
tremorsense 180 ft., blindsight 60 ft.
Languages
understands Istryx
Damage resistances
bludgeoning, piercing, slashing
Damage immunities
fire
Condition immunities
blinded , prone , frightened , grappled
Found in
Desert , Istryx

Traits

  • Legendary Resistance

    Twice per day, when it fails a saving throw, it may choose to succeed instead.

  • Dune Swimmer

    Moves through sand at full speed and leaves no tunnel behind it.

  • Bondable

    The Khazrath will not attack a D'horvakk it has bonded with, and it responds to pheromonal and vibration signals from one.

Actions

  • Bite

    +12 to hit · reach 20 ft.

    3d12 + 8 piercing damage

    Two attacks. A creature hit by both is held in the jaws.

  • Swallow Whole

    DC 19 Dexterity save

    One Large or smaller creature the wyrm hit this turn is swallowed on a failed save, taking 6d6 acid damage at the start of each of the wyrm's turns.

  • Sand Vortex

    DC 20 Strength save

    Each creature within 30 feet on sand is pulled 20 feet toward the wyrm and knocked Prone on a failed save, taking 8d8 bludgeoning damage, or half damage and no movement on a success. Recharges on a 5 or 6.

  • Bonded Defense Reaction

    DC 20 Dexterity save

    When a D'horvakk it has bonded with is reduced to 0 hit points within 120 feet, the Khazrath surfaces beneath the creature that did it. That creature makes a Dexterity saving throw, taking 8d10 bludgeoning damage and falling Prone on a failure, or half damage on a success.

  • Submerge Legendary

    The wyrm burrows up to half its speed through sand, leaving no tunnel and provoking no opportunity attacks.

  • Bite Legendary

    The wyrm makes one Bite attack.

  • Shifting Dune Legendary

    DC 20 Strength save

    Costs two legendary actions. A 40-foot radius of sand within 120 feet shifts. Each creature standing on it makes a Strength saving throw or is moved 20 feet in a direction the wyrm chooses and has its speed halved until the end of its next turn.