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

1.9 KiB

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.