Qumdaq
Small Elemental neutral
- Armor Class: 13 (natural armor)
- Hit Points: 18 (4d6+4)
- Speed: walk 30 ft. burrow 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: Tome of Beasts 3, page 326
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
14 (+2) |
13 (+1) |
6 (-2) |
11 (+0) |
10 (+0) |
- Saving Throws: Wis +2
- Skills: perception +0
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses: darkvision 30', tremorsense 30', passive Perception 12
- Languages: Terran
Special Abilities
- Earth Glide: Can burrow through nonmagical unworked earth/stone with o disturbing material it moves through.
- Elemental Nature: Doesn't require air food drink or sleep.
- Final Gift: When it dies it bursts in a shower of sand. A qumdaq of dying qumdaq's choice within 10 ft. of it regains 5 (2d4) hp or target gains 5 (2d4) temp hp if at its max.
- Horde Tactics: Has advantage on attack rolls vs. a creature if 1+ qumdaq's ally is within 5 ft. of creature and ally isn't incapacitated. Also qumdaq's weapon attacks deal extra 2 (1d4) bludgeoning damage on a hit if 3+ qumdaq's allies are within 5 ft. of target and allies aren't incapacitated.
- Sense Magic: Senses magic within 60' of it at will. This otherwise works like detect magic but isn't itself magical.
Actions
- Slam: Melee Weapon Attack: +4 to hit, 5 ft., one target, 4 (1d4+2) bludgeoning damage.
- Desiccation Field (1/Day): Extends its arms sending sand and grit swirling around itself. Each non-qumdaq creature within 10 ft. of it: 5 (2d4) bludgeoning damage and suffers one level of exhaustion for 1 hr or until it drinks 1+ pint of water (DC 10 Con half damage and isn't exhausted). A creature can suffer no more than 3 total levels of exhaustion from Desiccation Field regardless of how many qumdaqs use the action.
Licensing – Markdown Format