Dooner Leader

Medium elemental (earth), chaotic evil

Armor Class 12
Hit Points 45 (7d8 + 14)
Speed 30 ft., burrow 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 14 (+2) 11 (+0) 13 (+1) 13 (+1)

Skills Intimidation +3, Perception +3, Stealth +4
Damage Immunities piercing, poison
Damage Immunities petrification, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Amphibious. The dooner can breathe air and water.
  • False Appearance. While the dooner remains motionless, it is indistinguishable from an ordinary dune.
  • Sand Camouflage. The dooner has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

ACTIONS

  • Sand Bag. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  • Sand Ball. Ranged Weapon Attack: +4 to hit, ranged 10/30 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

ABOUT

These creatures’ bodies are roughly molded of sand, their eyes strangely green and phosphorescent, while their hair, rising like beach grass from their pointed heads, waves about their lumpy faces.

Dooners consider anyone landing on their territory to be an invader, and invaders are dealt with harshly: sand balled, sandbagged, and made into sandwiches for the sand crabs. They will start combat by hurling sand balls and then, using bags of seaweed stuffed with sand, bludgeon their foes. They also use seaweed to craft their nets, which they will throw over the unwary.

Dooner leaders are identified by their seashell necklaces, which they collect from the many creatures they battle from the ocean who wash up on their dunes.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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