Large Monstrosity, Unaligned
Armor Class 15
Hit Points 85 (10d10 + 30)
Speed 30 ft., burrow 20 ft.
STR
16 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
2 (-4)
WIS
8 (-1)
CHA
3 (-4)
Damage Resistances Slashing
Damage Immunities Acid
Condition Immunities Poisoned
Senses Tremorsense, Passive Perception 9
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Acidic Spit (Recharge 5-6): The Sandstriker spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. Nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Corrosive Touch: Any nonmagical weapon made of metal or wood that hits the Sandstriker corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

Tremorsense- 60ft

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) acid damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the Sandstriker can't bite another target.

Acidic Spray (Recharge 5-6): The Sandstriker spits acid at one creature it can see within 60 feet of it. The target must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. Nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Acidic Sandstriker is a nightmarish creature, a monstrous centipede of colossal proportions. It measures close to 20 feet in length and is covered in a chitinous exoskeleton of a dull, rusted orange hue that blends seamlessly with the desert sands. Its body is segmented, each section adorned with spiky protrusions that aid in its burrowing. The Sandstriker's head is a grotesque sight with mandibles that drip with a corrosive, greenish liquid. Its many legs skitter and twitch with an unsettling grace, and its beady, compound eyes glint with a malevolent intelligence.

The Sandstriker is known for its terrifying ability to spit a stream of potent acid, capable of dissolving armor and corroding weapons, making it a formidable adversary. It burrows beneath the sand, sensing the vibrations of its prey before it lunges, jaws wide, to deliver a devastating bite. The sight of an Acidic Sandstriker emerging from the sand is enough to send a chill down the spine of the most seasoned adventurers.

Lair and Lair Actions

Lair: Burrow Network

The Burrow Network is a complex system of underground tunnels and chambers, often extending beneath an entire town or forest. These burrows are dug by the swarm and are used for nesting, food storage, and as a defense against predators. The walls of the burrows are often slick with a corrosive acid secreted by the swarm.

Lair Actions On initiative count 20 (losing initiative ties), the swarm can take a lair action to cause one of the following effects:

  1. Acidic Secretion: The Coloney increases the production of its corrosive acid. Any creature entering or starting its turn in a 15-foot square area that the Coloney can see within 60 feet of it takes 2d6 acid damage.
  2. Tunnel Collapse: The Coloney undermines a section of its burrow. Any creature in a 10-foot radius of a point the swarm can see within 60 feet of it must succeed on a DC 15 Dexterity saving throw or take 3d6 bludgeoning damage and be knocked prone from falling debris.
  3. Swarm Scuttle: The Coloney scuttles rapidly in a distracting and disorienting manner. Any creature within 30 feet of the Coloney must succeed on a DC 15 Wisdom saving throw or be distracted until the end of their next turn. A distracted creature has disadvantage on attack rolls and ability checks.

Regional Effects The region containing a swarm's burrow network is affected by the swarm's presence, which creates one or more of the following effects:

  1. Small burrow entrances can be found scattered throughout the region, often hidden beneath rocks or debris.
  2. The ground within 1 mile of a major burrow entrance is unstable and prone to collapse.
  3. Within 1 mile of a major burrow entrance, there is a faint smell of the swarm's acidic secretion.

If the swarm is exterminated or relocated, these effects fade over the course of 1d10 weeks.

Previous Versions

Name Date Modified Views Adds Version Actions
4/18/2024 7:13:29 AM
2
2
--
Coming Soon

Habitat: Desert

Blood_Reaper_X

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