Sandwyrm
Sandwyrms are blind desert wyrms that swim through dune fields just below the surface and find prey by vibration. Caravans on affected routes travel at night on packed ground and stop moving entirely when one is detected.
- Physiology
- Draconian
- Size
- Giant
- Speed
- 20 ft., burrow 50 ft.
- Armor class
- 16 (grit-scoured plate)
- Hit points
- 126 (11d12 + 55)
- Proficiency
- +3
- STR 21 +5 save +5
- DEX 12 +1 save +4
- CON 20 +5 save +8
- INT 6 -2 save -2
- WIS 13 +1 save +1
- CHA 8 -1 save -1
- Skills
- Stealth +4
- Passive Perception
- 11
- Senses
- tremorsense 120 ft., blindsight 30 ft.
- Languages
- Draconic
- Damage resistances
- fire
- Condition immunities
- blinded
- Found in
- Desert , Terran (Arid)
Traits
-
Sand Swimmer
The wyrm moves through loose sand at full speed and leaves no tunnel.
-
Blind
The wyrm cannot see, and it has disadvantage against airborne targets.
Actions
-
Bite
+8 to hit · reach 15 ft.
2d10 + 5 piercing damage
The wyrm makes two attacks with its bite, aimed by vibration. A creature standing still on the sand is Invisible to the wyrm. A creature moving on the sand is not.
-
Sand Blast
DC 16 Dexterity save
The wyrm blasts sand in a 30-foot cone. Each creature in it makes a Dexterity saving throw, taking 6d8 bludgeoning damage and becoming Blinded until the end of its next turn on a failure, or half as much damage on a success. Recharges on a 5 or 6.
-
Something Moved Reaction
DC 16 Dexterity save
When a creature within 60 feet standing on sand moves, the wyrm burrows up to its speed to a point beneath that creature. That creature makes a Dexterity saving throw or falls Prone.