Small elemental, neutral

Armor Class 13 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 30 ft., burrow 30 ft.

8 (–1) 14 (+2) 13 (+1) 6 (–2) 11 (+0) 10 (+0)

Saving Throws Wis +2
Skills Perception +2, Stealth +4
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 30 ft., tremorsense 30 ft., passive Perception 12
Languages Terran
Challenge 1/4 (50 XP)
Proficiency Bonus +2


  • Earth Glide. The qumdaq can burrow through nonmagical, unworked earth, sand, and stone. While doing so, the elemental doesn’t disturb the material it moves through.
  • Elemental Nature. The qumdaq doesn’t require air, food, drink, or sleep.
  • Final Gift. When the qumdaq dies, it bursts in a shower of sand. A qumdaq of the dying qumdaq’s choice within 10 feet of it regains 5 (2d4) hp, or the target gains 5 (2d4) temporary hp if it is at its hp maximum.
  • Horde Tactics. The qumdaq has advantage on attack rolls against a creature if at least one of the qumdaq’s allies is within 5 feet of the creature and the ally isn’t incapacitated. In addition, the qumdaq’s weapon attacks deal an extra 2 (1d4) bludgeoning damage on a hit, if at least three of the qumdaq’s allies are within 5 feet of the target and the allies aren’t incapacitated.
  • Sense Magic. The qumdaq senses magic within 60 feet of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical.


  • Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
  • Desiccation Field (1/Day). The qumdaq extends its arms, sending sand and grit swirling around itself. Each creature that isn’t a qumdaq within 10 feet of the qumdaq must make a DC 10 Constitution saving throw. On a failure, a creature takes 5 (2d4) bludgeoning damage and suffers one level of exhaustion for 1 hour, or until it drinks at least 1 pint of water. On a success, a creature takes half the damage and isn’t exhausted. A creature can suffer no more than a total of three levels of exhaustion from Desiccation Field, regardless of how many qumdaqs use the action.


The sand rises in a vaguely humanoid form with only the faintest suggestion of facial features. Then another rises. Then another.

Qumdaq are small, earthen elementals that live and move in groups.

Magical Guardian. The qumdaq are attracted to areas of magical corruption, where they slowly work to return the land to its natural state. This process takes years or decades, but the qumdaq are patient and hardworking. The elementals treat any magic-wielding creature they find near a tainted area as if that creature were responsible for the land’s corruption and vent their wrath upon the unfortunate soul.

Desert Dwellers. These elementals are commonly found in arid or desert areas, though their attraction to magical corruption means they can be found in wastelands or other magic-blasted environs. In ancient times, the mages of desert lands knew how to summon and bind the qumdaq to guard hidden tombs and vaults, where some still patrol to this day.

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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