Dune Shade
Traits
Sand Glide. Leaves no trace while moving through sand, and Difficult Terrain doesn't affect it.
Sand Ambush. While beneath the sand, the Dune Shade automatically counts as Hidden. Noticing it requires a DC 20 Wisdom (Perception) check — or Tremorsense/Blindsight.
Sinkhole Strike. The Dune Shade's first attack made from beneath the sand deals an extra 18 (4d8) damage, and the target makes a DC 16 Strength save. Failure: The target becomes Prone and is buried from the waist down — it becomes Restrained (escape DC 16, Strength check).
Actions
Multiattack. Makes two Grinding Claw attacks.
Grinding Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage.
Sand Blast (Recharge 5–6). Constitution Saving Throw: DC 16, every creature in a 30-foot cone.
- Failure: 24 (7d6) Bludgeoning damage, and the target is Blinded for 1 minute (sand fills its eyes). The target can repeat the save at the end of each of its turns.
- Success: Half damage, not Blinded.
Bonus Actions
Submerge. The Dune Shade burrows into the sand: it moves at its Burrow speed and automatically becomes Hidden (if in sand).
How to Use
The Dune Shade is the desert itself. The party can't see it — DC 20 Perception is very hard for a Tier 2 party.
Loop:
- It waits beneath the sand. Tremorsense 90 ft. — it senses the party from far away.
- Sinkhole Strike: 14 + 18 = 32 damage + Prone + Restrained (buried in sand).
- A Restrained target can't flee. The second Claw also hits (14).
- Submerge → it vanishes.
- The party panics and looks around. Sand everywhere. Where will it come from?
With Sand Blast the party goes blind — a blind party can never find an invisible enemy.
How the party wins:
- Fool its Tremorsense: FLY. The Dune Shade is Blind Beyond 90 ft. It cannot detect a creature 10 feet above the ground. This is a clear weakness.
- Get off the sand — Burrow doesn't work on rocky ground, Sand Ambush doesn't work.
- Area spells — hit an area even if you don't know exactly where it is.