Magic Resistance. The dune crawler has advantage on saving throws against spells and other magical effects.
Unusual Nature. The dune crawler doesn't require air, food, drink, or sleep.
Lightning Absorption. Whenever the dune crawler is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Multiattack. The dune crawler makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature, it is grappled by the dune crawler (escape DC 15). Until this grapple ends, the target is restrained, and the dune crawler can't bite another target.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage.
ArcTec Reactive Armored Carapace (Recharge 6). When the dune crawler takes damage, the ArcTech Reactive Armored Carapace of the construct hums and whirs with restorative and protective magic. The dune crawler gains resistance to the triggering damage. After the remaining damage is taken, the dune crawler gains 10 temporary hit points by converting a portion of the kinetic, elemental, or arcane damage that it was dealt.
Previous Versions
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9/23/2022 5:44:24 PM
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6
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Coming Soon
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