Sand Devil

Huge elemental, neutral

Armor Class 16 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 64 (+2) 28 (+4) 4 (-2) 21 (+0) 01 (+0)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages Terran
Challenge 7 (2,300 XP)

SPECIAL TRAITS

  • False Appearance. While the sand devil remains motionless, it is indistinguishable from a mound of loose dirt or sand.
  • Sand Form. The sand devil can enter a hostile creature’s space and stop there. It can move through a space as narrow as one inch wide without squeezing.
  • Sand Screen. Particles of sand swirl around the sand devil’s edges. Any creature that starts its turn within five feet of the sand devil must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.

ACTIONS

  • Multiattack. The sand devil makes one Sandblast attack and one Slam attack, and if applicable can use its Quicksand attack.
  • Sandblast. Ranged Weapon Attack: +9 to hit, range 30 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage, and anyone hit must make a successful DC 14 Constitution saving throw or be blinded by sand until the end of its next turn.
  • Slam. Melee Weapon Attack: +9 to hit, range 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.
  • Quicksand (Recharge 4-6). Each creature in the sand devil’s space must make a DC 14 Dexterity saving throw, taking 15 (2d8 + 6) bludgeoning damage on a failure. If it is Large or smaller, it is also grappled (escape DC 16). Until this grapple ends, the target is blinded, restrained, and unable to breathe. If the saving throw is successful, the target takes no bludgeoning damage and is pushed out of the sand devil’s space. The sand devil can grapple two Large creatures or up to four Medium or smaller creatures at one time. At the start of each of the sand devil’s turns, each target grappled by it takes 15 (2d8 + 6) bludgeoning damage. A creature within five feet of the sand devil can pull a creature or object out of it by using an action to succeed on a DC 16 Strength check.

ABOUT

The sand devil is a huge, 15-foot-tall by 30-foot-diameter colony of living sand. The sand devil is a native of the Plane of Elemental Earth.

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