Creature Reference Back to Creatures

Sandwyrm

Large · Dragon · CR 6 · Unaligned

Armor Class
15 (natural armor)
Hit Points and Hit Dice
142 (15d10 + 60)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
12
+1
CON
18
+4
INT
5
-3
WIS
13
+1
CHA
8
-1

Overview

Category Monsters
Size Large
Type Dragon
Alignment Unaligned
XP 2300
Initiative Bonus +1

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Burrow 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Tremorsense 120 ft (36.6 m)
Passive Perception 17

Skills

Perception +7 Stealth +4

Actions

Bite

+8 to hit, reach 5 ft (1.5 m). Hit: 2d6+5 piercing damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.

Gore

+8 to hit, reach 10 ft (3 m). Hit: 1d12+5 piercing damage.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.

Multiattack

The sandwyrm makes one Bite attack, one Gore attack, and one Stinger attack.

Stinger

+8 to hit, reach 10 ft (3 m). Hit: 1d4+5 poison damage.

Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 9 (1d4 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.

Reactions

Spine Trap

When the sandwyrm is burrowed just below the surface of sand with its back spines exposed and a Medium or smaller creature enters the spines' space, the sandwyrm closes the spines on the creature. The creature must succeed on a DC 15 Dexterity saving throw or be restrained. When the sandwyrm moves, a restrained creature moves with it. The sandwyrm can have only one creature restrained at a time. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 15 Strength check.

About Sandwyrm

Sandwyrm is a large dragon with a Challenge Rating of 6. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 142 hit points (derived from 15d10 + 60).

GM Tips: Using Sandwyrm

1 tips available

When using Sandwyrm in your D&D 5e campaign, consider these tactical approaches:

  • Burrowing Tactics: This creature can burrow at 20 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.

Player Guide: Facing Sandwyrm

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Burrowing Defense: This creature can burrow at 20 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Sandwyrm?
Sandwyrm has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Sandwyrm?
Sandwyrm is a Large Dragon, which affects how certain spells and abilities interact with it.

Related D&D 5e Content

Related Creatures