Gargantuan Plant, Unaligned
AC 17 (natural armor)    Initiative +0 (10)
HP 145 (10d20 + 40)
Speed 30 ft., Burrow 30 ft.
Mod Save
STR 19 +4 +4
DEX 11 +0 +0
CON 18 +4 +8
Mod Save
INT 6 −2 −2
WIS 12 +1 +5
CHA 3 −4 −4
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Paralyzed, Stunned
Senses Tremorsense 60 ft.; Passive Perception 11
Languages understands Sylvan but can't speak
CR 10 (XP 5,900; PB +4)
Traits

Flammable Stems. If the dunedrinker takes 20 or more fire damage in a single instance, it can’t use its Jumping Cactus reaction until the start of its next turn.

Legendary Resistance (2/Day). If the dunedrinker fails a saving throw, it can choose to succeed instead.

Titanic Force. The dunedrinker can use an action to move through any object or magical barrier as though it were difficult terrain, destroying it in the process. In addition, it deals double damage to objects and structures, and its weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.Sand Strider. The dunedrinker ignores difficult terrain caused by sand.

Overgrowth Form. If the dunedrinker would be reduced to 0 hit points, its current hit point total instead resets to 145 hit points. It recharges its Hallucinogenic Cloud, regains any expended uses of Legendary Resistance, and stops being under any effects that reduce or limit its movement, such as the restrained condition. Additionally, for 1 hour, its Hallucinogenic Cloud action becomes more powerful and it can use the options in the "Overgrowth Actions" section. Award a party an additional 5,900 XP (11,800 XP total) for defeating the dunedrinker after its Overgrowth Form activates.

Actions

Multiattack. The dunedrinker uses its Hallucinogenic Cloud action, if it can. It then makes two Slam attacks, or one Slam attack and one Bite attack.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 16 Strength saving throw or be grappled by the dunedrinker (escape DC 16). Until this grapple ends, the target is restrained, and the dunedrinker can’t use its Bite against a different target. If the target is Huge or smaller and already grappled by the dunedrinker, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dunedrinker, and it takes 10 (3d6) acid damage at the start of each of the dunedrinker’s turns. The dunedrinker’s stomach can hold up to four creatures at a time. If the dunedrinker takes 20 damage or more on a single turn from creatures inside it, the dunedrinker must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dunedrinker. If the dunedrinker dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Hallucinogenic Cloud (Recharge 5-6). The dunedrinker releases a cloud of potent hallucinogenic pollen from its body. Each non-Plant creature within 30 feet of the dunedrinker must make a DC 16 Wisdom saving throw. On a failed save, a creature sees hallucinations of horrifying monsters all around it, and is frightened of those visions for 1 minute. A creature that ends its turn while frightened in this way must immediately use its reaction to uselessly attack one of the hallucinations, and also takes 7 (2d6) psychic damage if the dunedrinker is in its Overgrowth Form. After that, a creature can repeat the saving throw, ending the effect on itself on a success. Creatures that haven’t eaten meat in 30 days are immune to the effects of this action, and creatures that haven’t eaten meat within the past 1 day have advantage on their saving throws against it.

Reactions

Jumping Cactus. When the dunedrinker takes damage, it can release several small cactus stems, which jump from its body onto each creature within 10 feet of it. A creature in that area must succeed on a DC 16 Dexterity saving throw or take 3 (1d6) piercing damage as one cactus stem sticks to it. When a creature with one or more cactus stems attached to it takes bludgeoning damage, it takes an extra 3 (1d6) piercing damage per attached stem. If a creature with attached stems takes fire damage, all stems fall off. A creature can remove one stem from itself or another creature within reach by using its action to make a successful DC 16 Wisdom (Medicine) check, but when it does so, the stem jumps to a different creature within 10 feet other than the dunedrinker. That creature must make the DC 16 Dexterity saving throw against this reaction.

Legendary Actions

The dunedrinker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dunedrinker regains spent legendary actions at the start of its turn.

Slam. The dunedrinker makes one Slam attack.

Move. The dunedrinker moves up to its speed without provoking opportunity attacks.

Take Root. The dunedrinker sends its roots to gather nutrients from the soil, reducing its speed to 0 feet until the end of its next turn, at which point it gains 11 2d10 temporary hit points.

Mythic Actions

If the dunedrinker’s Overgrowth Form has activated in the last hour, it can use the option below as a legendary action.

Spawn Sandsipper (Costs 2 Actions). The dunedrinker attempts to create sandsippers to aid it in battle. Roll a d8. On a roll of 4 or lower, nothing happens. On a roll of 5-7, the dunedrinker creates a sandsipper thornshield. On a roll of 8, the dunedrinker creates a sandsipper pollinator. A created sandsipper is ejected from the dunedrinker’s body onto an unoccupied space within 5 feet of it, and defends the dunedrinker against its foes.

Description

Scattered across the Timespun Sands, dunedrinkers, often confused for mundane oases, are actually biospheres unto themselves. Dunedrinkers roam the desert in search of suitable spots to roost—preferring caverns or cliffs that provide some shelter from the elements—at which point they bury their bodies in the sand until only the topmost portions remain exposed. Long roots extend from their legs, searching for aquifers deep in the earth, which the dunedrinkers slowly pump into large pools on their backs. Ignorant of the science of hydrogeology, the inhabitants of the Timespun Sands originally believed these creatures magically transformed sand into water—hence the name they were given.

Havens in the Sands. A dunedrinker doesn’t consume most of the water it drains from the ground. Rather, by accumulating it on the surface, it makes it more accessible to other plants and animals, creating an oasis around which whole new ecosystems form. Helpful detritivores clean the dunedrinker by consuming the dead portions of its body, and pollinators flit between its perfumed flowers, feeding on nectar and fertilising its sandsipper buds. To protect these symbiotic relationships, dunedrinkers produce a hallucinatory pollen that binds to specific proteins found only in carnivorous creatures. Such meat-eaters become terrified of the dunedrinker, keeping the menagerie of herbivorous creatures, which experience only mild hallucinatory effects from the pollen, safe within the dunedrinker’s domain.

Shifting Oases. Dunedrinkers can stay in the same location for several years, until the underground water reserves run out. When this happens, they uproot themselves and embark on a long journey across the sands in search of their next resting spot. The creatures that relied on the dunedrinker for sustenance are forced to scramble for other means of survival, but the most tenacious try to keep pace with the migratory oasis. This leads to the temporary formation of strange herds comprising multiple different species, which band together for protection as they journey to their new home.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the dunedrinker takes a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row.

Deadly Mirage. Extreme heat causes the air to shimmer and undulate, exacerbating the effect of the dunedrinker’s pollen. Each creature within 30 feet of the dunedrinker that is frightened by its Hallucinogenic Cloud action has disadvantage on its next saving throw made to end the effect. If a creature fails the saving throw, it takes 3d6 psychic damage.

Instant Quicksand. The sand in a 15-foot-radius sphere centred on a point within the dunedrinker’s lair that it can see transforms into quicksand until the next time the dunedrinker uses a lair action. The area is considered difficult terrain. In addition, each creature that is in the area when this happens or ends its turn in the area must succeed on a DC 15 Strength saving throw or be restrained while the quicksand lasts. A creature can use an action to free itself or another creature within reach with a successful DC 15 Strength check.

Needle Field. Short barrel cacti grow on the ground in a 15-foot-radius sphere centred on a point within the dunedrinker’s lair that it can see, replicating the effects of the spike growth spell. The cacti disappear the next time the dunedrinker uses a lair action.

Habitat: Desert

MaxConnorWell

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