Sand Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature must succeed on a DC 14 Constitution saving throw. A creature that ends its turn inside the elemental's space must also make the saving throw. On a failed saving throw, a creature is blinded for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Glass. If the elemental takes more than 15 fire damage at once, it partially glasses; for 1 minute, its speed is reduced by 5 feet and it cannot fly.
Dual Nature. The elemental counts as an elemental of both the air and earth sub-types (neither is primary).
Multiattack. The elemental makes two Slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 3 (1d6) piercing damage and 3 (1d6) slashing damage.
Scour (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Constitution saving throw. On a failure, a target takes 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) piercing damage and 7 (2d6) slashing damage, and it is knocked prone. On a success, a target takes half damage and isn't knocked prone.
Description
A sand elemental looks like a dust devil, a swirling cloud of dust and sand, with the faint glow of golden yellow eyes visible amid the haze. They dance across desert dunes and congregate within sandstorms. Sometimes they dig or sink through the ground, making their way into subterranean caverns. They can even be found at times on pristine beaches, relishing the beauty.
When threatened, sand elementals fly through the air and descend upon dangerous foes, blinding them with dust. They are capable of abrading brick from a house, and have no difficulty scouring flesh from body.
Sand elementals are composed of air and earth. As they are formed from opposed elements, they have no native elemental plane, but are sometimes born within the churning of the Elemental Chaos.
Hybrid Elementals
The elemental planes of water, earth, fire, and air align on planar borders where two elements combine to form a new dual-element, such as earth and fire creating lava. These border zones give rise to new hybrid elementals made of these combined elements.
Sometimes a hybrid elemental can be formed when an elemental journeys to an elemental plane that it isn't native to and absorbs its energy. Most elementals are harmed by extended exposure to the other elemental planes, but surviving in one can enable an elemental to absorb its energy. A dual-elemental can even fuse with a third element and be reborn as a more powerful hybrid elemental made of three elements.
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