Shimmerjack Dust Reaver - AI-generated fantasy Monster

Shimmerjack Dust Reaver

In the Northern Barzul Reach, a dust reaver is said to be worth three things in equal measure: water, silence, and fear. These outlaws know the caravan rhythm of the bazaar towns and can vanish into the dunes long before a militia can saddle up. Old travelers claim the best of them can read a horizon like a ledger, choosing the exact moment when a mirage will hide a shot, a robbery, or a corpse.

Mediumhumanoid(humanoid, desert outlaw)CR Moderateneutral evil

Shimmerjack Dust Reaver

desertbanditwesternskirmisheroutlawbarzulroad encounterambush
HP85AC16SPDwalk 30 ft., climb 20 ft., burrow 10 ft. through loose sand onlyCR5 (1,800 XP)AthleticsDeceptionPerceptionStealthSurvival
STR
12
DEX
18
save
CON
18
save
INT
10
WIS
12
CHA
10
Dust Camouflage. The reaver has advantage on Dexterity (Stealth) checks made in sandy, rocky, or dust-blown terrain.
Sandstride. Loose sand, dunes, and windblown grit do not count as difficult terrain for the reaver.
Sharpshooter's Eye. When the reaver makes a ranged weapon attack, it ignores half cover and three-quarters cover granted by sand, haze, scrub, or thin rock concealment.
Scimitar Lash. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () slashing damage plus 7 () fire damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pulled up to 10 feet straight toward the reaver.
Dust Rifle. Ranged Weapon Attack: to hit, range 60/240 ft., one target. Hit: 9 () piercing damage, and the target must succeed on a Constitution saving throw or have disadvantage on its next attack roll before the end of its next turn as stinging sand gets in its eyes.
Gritburst Satchel. The reaver throws a braided satchel of alchemical grit at a point it can see within 30 feet. Each creature in a 10-foot-radius sphere must make a Dexterity saving throw, taking 14 () slashing damage on a failed save, or half as much damage on a successful one. The area becomes lightly obscured until the start of the reaver's next turn.
Slip Through the Dunes. When a creature the reaver can see misses it with a melee attack, the reaver moves up to 10 feet without provoking opportunity attacks if it is in sand, dust, or loose gravel.
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