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Sandwyrm

Large · Dragon · CR 6 · Unaligned

Source. Tome of Beasts
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 20 ft (6.1 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Burrow 40 ft (12.2 m)
Crawl 10 ft (3 m)

Senses

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

Skills

Perception +7 Stealth +4

Environments

Desert

Traits

Spine Trap

When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm's stinger attack has advantage against creatures restrained by this trait.

Actions

Bite

+8 to hit, reach 5 ft (1.5 m). Hit: 2d6 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 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 and one stinger attack. It can gore in place of the bite attack.

Stinger

+8 to hit, reach 10 ft (3 m). Hit: 2d6 poison damage.

Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn't end the poisoning or paralysis.

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 40 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 40 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.

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