Sand Spawn by Ogre_Bane
Large Elemental (Chaotic, Air, Earth)
Hit Dice: 5d8+5 (27 hp)
Initiative: +4 (+4 Dex)
Speed: fly 50 ft. (good)
AC: 16 (-1 size, +4 Dex, +3 natural)
Attacks: Sand Tendril +8 melee
Damage: Sand Tendril 1d12
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Cause blindness
Special Qualities: Creature of chaos, resistance to energy (Fire 20)
Saves: Fort +2, Ref +8, Will +2
Abilities: Str 10, Dex 18, Con 12, Int 11, Wis 13, Cha 17
Skills: Hide +11, Listen +8, Move Silently +11, Spot +8
Feats: Weapon Finesse (Sand Tendril)

Environment: Any land, desert
Organization: Solitary, Pair, Cluster (2-5), or Pack (5-20)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-10 HD (Large); 11-15 HD (Huge)


Sand Spawn are evil elementals raised by the power of Chaos from the deserts of Krynn. An adapted monster from the 2nd edition module, Chaos Spawn.

3.5 ready!

This creature resembles a large dust cloud swirling in all different directions. Nothing stands out except the creature's eyes, which glow an angry red amidst the flowing sand and winds.

Sand spawn resemble small tornadoes composed of sandy winds approximately 4 feet in diameter and they taper off towards the bottom. They are constantly in motion and in touch with the sandy ground beneath them as they sweep rapidly along.

Sand spawn cannot speak, but they understand Abyssal and Auran. ,Sand spawn resemble small tornadoes composed of sandy winds approximately 4 feet in diameter and they taper off towards the bottom. They are constantly in motion and in touch with the sandy ground beneath them as they sweep rapidly along.

Sand spawn cannot speak, but they understand Abyssal and Auran.

Combat
Sand spawn use their numbers to their advantage in battle. They surround their enemies so that as many creatures can attack the enemy as possible. For stronger opponents or spell casters, they try to blind them as much as possible to keep the advantage.

Sand spawn are composed of sandy winds and therefore cannot go across any forms of water. If any source of water is dumped on them (from a create water spell for example), they suffer 4d6 points of damage.

Elementals are immune to to poison, sleep, paralysis, stunning. Elementals are not subject to flanking or critical hits. They have darkvision with a range of 60 feet. Elementals can not be raised or resurrected but can come back with a wish or miracle spell.

Cause Blindness (Su): A sand spawn can use its action to completely engulf an enemy by succeeding at a touch attack (+8 bonus). If this succeeds, the sand spawn occupies the same space as its target and covers them with its body. The victim must make a Fortitude save (DC 16) or take 2d6 points of damage and have their eyes clogged with sand so they suffer the effects of blindness. This acts just like the spell, blindness, but its duration is 1d6+4 rounds. They victim can use a full round action to wash the sand out of the eyes to get rid of the blindness. This save is Dexterity based.

Creature of Chaos (Ex): The sand spawn is completely made from the very substance of Chaos. Only magical attacks, magical weapons with a +1 or greater enchantment or holy weapons will harm them. A person using a holy enchanted weapon automatically deals double damage to the sand spawn.

Society
Sand spawn do not serve any purpose in life, but they are used mainly by the Legion of Chaos to act as scouts and ambushers. A sand spawn is created when the Daemon Lord hurles down one of his Chaos Meteors and it strikes a desert area.

This creature has not yet been play tested.
This is not a kender type creature.

 



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