Runarcana

Part 4 · Monsters & Creatures

Sand Swimmer

Sand Swimmer
Sand Swimmer

Sand Swimmer

CategorySoldier
CR6

Beast, Huge

HP114 (18d12+15)
AC17 (Natural)
DR2
Proficiency+3
Initiative+2
Attributes
STR: 16+3
DEX: 15+2
CON: 20+5
INT: 20
WIS: 10+1
CHA: 5-3
Additional
Senses
Darkvision 60 feet, tremorsense 60 feet. Passive perception 13.
Speed
20 feet of walking, 50 feet of burrowing
Skills
Stealth +3, Perception +3
Languages
Sylvan (understands)
Experience
Collective575
Individual216

Saving Throws: Constitution +8.

False Appearance. While the Sand Swimmer remains motionless, it's indistinguishable from a sand dune.

Surprise Attack. If the Sand Swimmer surprises a target and hits it with an attack during the first round of combat, the target takes 10 (3d6) extra damage on that attack.

Burrow/Emerge. Using an action, the Sand Swimmer can bury itself deep in sand, earth, ice, mud, or solid rock. This ability lasts for up to 1 minute. If the Sand Swimmer uses an attack action while submerged this way, the attack is considered a surprise attack, and the effect of this ability ends after the attack.

Desert Native. The Sand Swimmer has advantage on checks to resist the effects of desert heat and ignores difficult terrain caused by fine sand.

Bite. Melee Natural Weapon Attack, +6 to hit, 10 ft. reach, one target. On a hit, deals 29 (4d12+3) Piercing damage.

Runic Pulse: Onyx Pulse (regeneration 2 at the start of each turn, recovers 1d6 at the end of the round if it doesn't take damage).

Runes: Territorial Surge, 2 uses.