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
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.
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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.