Khamaseen

Tiny elemental, neutral

Armor Class 13 (natural armor)
Hit Points 27 (6d4 + 12)
Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 5 (–2) 10 (+0) 5 (–3)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran, Terran
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Elemental Nature. The khamaseen doesn’t require air, food, drink, or sleep.
  • Stinging Dust. The khamaseen is surrounded by a cloud of swirling dust and small stones. A creature that starts its turn within 5 feet of the khamaseen must succeed on a DC 12 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. On a successful saving throw, the creature is immune to the khamaseen’s Stinging Dust for the next 24 hours.

ACTIONS

  • Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage.
  • Choking Cloud (Recharge 6). The khamaseen surrounds itself with a large cloud of dust and debris. Each creature within 10 feet of the khamaseen must succeed on a DC 12 Constitution saving throw or be incapacitated for 1 minute. While incapacitated, the creature is unable to breathe and coughs uncontrollably. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

REACTIONS

  • Shock. If a creature wearing metal armor or wielding a metal weapon or shield moves within 5 feet of the khamaseen, it must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) lightning damage. The wind whips sand, pebbles, and bracken into a storm shot through with crackling lightning.

ABOUT

Khamaseen thrive in areas where the mortal plane borders the elemental Planes of Air and Earth. Their appearances tend to be brief and violent, as the creatures form during sandstorms and disappear soon after. Communication with a khamaseen is virtually impossible, because they become aggressive at the first sign of other creatures.

Bad News in the Badlands. Khamaseens appear only in arid regions, such as mesa-filled badlands or hot, dry deserts.

Even when conjured by a spellcaster, they answer the summons only if the terrain suits them. Once they appear, khamaseens are dervishes of destruction. They have an almost childlike desire to smash everything in their paths, and they go out of their way to find creatures to fight and objects to destroy. Khamaseens are especially attracted to iron and focus their destruction on creatures wielding metal weapons and wearing metal armor.

Fractured Elementals. Sages and naturalists have hypothesized that each individual khamaseen is a tiny portion of a composite elemental titan that resides on the border of the Plane of Air and Plane of Earth. Visitors to those elemental regions report a perpetually churning sandstorm does often seems to break off smaller dust devils that investigate disturbances or other creatures.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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