Bestiary · Draconian

PR 7

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.

Sandwyrm, drawn at Giant scale
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.