Qumdaq
Small Elemental, neutral. CR 1/4, AC 13, 18 HP. Traits: Earth Glide, Elemental Nature, Final Gift, Horde Tactics, Sense Magic.
- Armor class
- 13
- Hit points
- 18
- Challenge
- 0.25
- Creature type
- Elemental
- Size
- Small
- Alignment
- neutral
Stat block
- Cha
- 10
- Con
- 13
- Dex
- 14
- Int
- 6
- Str
- 8
- Wis
- 11
- Speed
- Walk: 30; Burrow: 30
- Senses
- darkvision 30', tremorsense 30', passive Perception 12
- Skills
- Perception: 0
- 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.
- Languages
- Terran
- Saving throws
- Wisdom: 2
- 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.
- Condition immunities
- exhaustion, paralyzed, petrified, poisoned, unconscious
Source and licence
From Tome of Beasts 3 (open content).
Licence: Open Game Content (OGL 1.0a).