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Medium humanoid, any alignment

Armor Class 12
Hit Points 75 (10d8 +30)
Speed 30 ft.

19 (+4) 14 (+2) 16 (+3) 8 (-1) 14 (+2) 14 (+2)

Skills Perception +4, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons.

Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 4 (1,100 XP)


  • Sand Shroud. A miniature sandstorm constantly whirls around sandstorm in a 10-foot radius. This area is heavily obscured to creatures other than sandstorm. Wisdom (Survival) checks made to follow tracks left by sandstorm or other creatures that were traveling in its sand shroud are made with disadvantage.


  • Multiattack. Sandstorm makes two slam attacks.
  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different sandstorm), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion.
  • Sandslash (Recharge5-6). As an action, sandstorm intensifies the vortex of sand that surrounds it. All creature within a 10-foot radius of sandstorm must make a DC 14 Dexterity saving throw. A creature takes 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.


  • Warding Sand. Sandstorm blasts sand at an attacking foe. When sandstorm is attacked by a creature within 30 feet of it that it can see, it can use its reaction to impose disadvantage on the attack roll, causing sand to momentarily blind the attack before it hits or misses. An attack that can’t be blinded is immune to this feature.
Section 15: Copyright Notice

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