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2025-06-07 07:58:30 -05:00
# 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.