Sandstalker Statblock
Sandstalker
Large monstrosity, unaligned
Armor Class: 15 (natural armor)
Hit Points: 75 (10d10 + 20)
Speed: 40 ft., burrow 30 ft.
STR 16 (+3) DEX 18 (+4) CON 14 (+2) INT 6 (-2) WIS 14 (+2) CHA 8 (-1)
Skills: Perception +6, Stealth +8
Senses: Darkvision 60 ft., tremorsense 60 ft.
Languages: -
Challenge Rating: 5 (1,800 XP)
Burrow. The sandstalker can burrow through sand and earth at a speed of 30 feet. Keen Senses. The sandstalker has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Sand Camouflage. The sandstalker has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.
Actions
Multiattack. The sandstalker makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Burrow Attack. The sandstalker makes a surprise attack from beneath the ground at an unoccupied space it can see within 30 feet of it. The target must make a DC 14 Dexterity saving throw, taking 24 (7d6) piercing damage on a failed save, or half as much damage on a successful one. The sandstalker then moves back into the ground, disappearing from sight.
Tactics
The sandstalker is a cunning predator that relies on surprise and its burrowing ability to gain the upper hand in combat. It lies in wait beneath the sand, using its tremorsense to detect the approach of potential prey. Once it spots a lone target, it launches a swift and vicious assault, using its burrow attack to strike from below and then retreat back into the ground to avoid retaliation. It prefers hit-and-run tactics, wearing down its enemies with repeated claw attacks before delivering a deadly finishing blow.
Large monstrosity, unaligned
Armor Class: 15 (natural armor)
Hit Points: 75 (10d10 + 20)
Speed: 40 ft., burrow 30 ft.
STR 16 (+3) DEX 18 (+4) CON 14 (+2) INT 6 (-2) WIS 14 (+2) CHA 8 (-1)
Skills: Perception +6, Stealth +8
Senses: Darkvision 60 ft., tremorsense 60 ft.
Languages: -
Challenge Rating: 5 (1,800 XP)
Burrow. The sandstalker can burrow through sand and earth at a speed of 30 feet. Keen Senses. The sandstalker has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Sand Camouflage. The sandstalker has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.
Actions
Multiattack. The sandstalker makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Burrow Attack. The sandstalker makes a surprise attack from beneath the ground at an unoccupied space it can see within 30 feet of it. The target must make a DC 14 Dexterity saving throw, taking 24 (7d6) piercing damage on a failed save, or half as much damage on a successful one. The sandstalker then moves back into the ground, disappearing from sight.
Tactics
The sandstalker is a cunning predator that relies on surprise and its burrowing ability to gain the upper hand in combat. It lies in wait beneath the sand, using its tremorsense to detect the approach of potential prey. Once it spots a lone target, it launches a swift and vicious assault, using its burrow attack to strike from below and then retreat back into the ground to avoid retaliation. It prefers hit-and-run tactics, wearing down its enemies with repeated claw attacks before delivering a deadly finishing blow.
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So, if I kill a sandstalker and harvest its claws and scales, what this is saying is that my attacks will then have +7 to hit, with 2d8+4dmg, and I'll have 15 armor class and advantage on camouflage in the sand? That seems a bit op considering how weak regular armor and melee weapons have been. On top of that, its high hp and low rarity allows it to be used as an extremely effective meatshield. Most importantly, its "keen senses" allow it to more easily be lured into traps, so I don't even have to hunt them to get all of that op stuff. You should still leave them the way they are though, they'll function as intended for everyone else. :)