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Desert Deathclaw

Travelers speak of the 'deathclaw' as a living sandstorm given teeth; old mercenaries tell of caravans split in the night and of horns summoning a beast that tears banners from wagons. Scholars disagree whether this draconic form is a subspecies of small desert wyrm or a monstrous experiment born from broken magical research in ruined temples.

Medium dragon · Hard · uncommon

Desert Deathclaw

A compact desert dragon bred or evolved as a shock trooper: fast, leaping, and brutally efficient at close quarters with a sand-and-fire breath attack that blinds and burns.
AC15
HP102/102
CRHard
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 15 · HP 102 · Hard

Desert Deathclaw

Medium dragon (desert drake), neutral evil
Armor Class15 (natural armor)
Hit Points102 (12d8 + 48)
Speed
40 ft.,
Climb 30 ft.,
Burrow 20 ft.,
Burrowed ambush: can partially submerge in loose sandy terrain
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityConstitution
SkillsPerceptionStealthAthletics
Damage Resistances
bludgeoning from nonmagical attacks,
piercing from nonmagical attacks,
slashing from nonmagical attacks
Weaknesses
vulnerable to cold damage,
tremorsense limited to contact with sand or loose earth
Senses
darkvision 60 ft.,
tremorsense 10 ft. when in contact with sand or loose earth,
passive Perception 13
Languages
Draconic (limited),
understands Common but does not speak
ChallengeHard
Proficiency Bonus+3
Breath Weapon DC15
Hunter's Instinct. The deathclaw has advantage on Initiative rolls and on Wisdom (Perception) checks that rely on smell.
Sand Camouflage. While partially or fully submerged in loose sand or dust, the deathclaw gains advantage on Dexterity (Stealth) checks and on its first attack in combat.
Rough Handling. The deathclaw makes nonmagical attacks that deal two points less damage against objects and structures.

Actions

Multiattack. The deathclaw makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 13 () piercing damage.
Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () slashing damage. If the deathclaw moved at least 20 feet straight toward the target immediately before hitting with this attack, the target must succeed on a Strength saving throw or be knocked prone.
Tail Swipe. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 9 () bludgeoning damage and the target must succeed on a Strength saving throw or be pushed 10 feet away and knocked prone.
Sandfire Breath. Recharge 5-6. The deathclaw exhales a scorching sand-and-fire cone in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 22 () fire damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also blinded until the end of their next turn as hot sand stings their eyes.

Reactions

Reactive Ambush. When a creature the deathclaw can see enters its reach for the first time on a turn, the deathclaw may make one claw attack against that creature.

Legendary Actions

Desert Slide. The deathclaw moves up to half its speed without provoking opportunity attacks.
Role
Soldier
Built for
5

Notes for the game master

Proficiency bonus +3 assumed for Challenge 5 balance.
Tremorsense functions only while the deathclaw's feet or body are in contact with loose sand, soil, or packed earth.

Tactics

  1. Opening

    Ambush from a dune or shallow burrow with a charging pounce; try to score a prone knockdown early to take advantage of extra attacks and to isolate a single target.

  2. Mid-fight

    Pounces to knock down and maul priority targets, uses Sandfire Breath to blind grouped foes, and maneuvers to deny ranged attackers clear shots by flanking and using terrain for cover.

  3. End of the fight

    If heavily wounded, it focuses on crippling the strongest or most mobile foe with breath and tail pushes to create distance, then attempts to escape to a shallow burrow or behind a dune to regain stamina.

  4. Retreat

    If reduced to roughly one-third hit points it will disengage if possible, using a legendary movement action or a Tail Swipe to force distance; if protecting brood or lair it fights until death.

How it fights

Ambush from elevated dune or buried concealment.
Use breath weapon on grouped opponents or to blind a spellcaster before charging.
Target spellcasters and ranged combatants first to reduce incoming damage and control.

Who it attacks first

Spellcasters and ranged attackers
Mounted combatants
Weakened or isolated melee characters

Works well with

Works well with skirmisher humanoids that can herd or funnel foes into the deathclaw's ambush.
Paired with ranged artillery that forces foes toward dunes to be gored or knocked prone.

How to beat it

Keep distance and force the deathclaw to use breath attacks at disadvantage or into unfavorable terrain.
Use difficult terrain, caltrops, or pit traps to stop its charge and prevent pounces.
Ranged control spells and crowd control to prevent it from isolating a single target.

Ways to avoid a fight

Attempt to calm or distract with offerings of fresh meat; survival and animal-handling checks reduce aggression chance.
Use forced fireworks or bright lights to blind or herd the creature away from travel routes.
Track and avoid by shoring up dunes and avoiding areas with smeared blood and trailing drag marks.

Ecology

A lean, muscled, medium-sized draconic predator with mottled bronze and sand-colored scales, elongated foreclaws that end in hooked talons, a ridged crest along the skull, and a thick, knotted tail tipped with a bony spike. Its eyes are pale amber and rimmed with scarred, leathery skin. Sand often clings to the rough ridges of its hide and vents of steam hiss when it exhales.

Behavior

Calculating and aggressive. A desert soldier deathclaw stalks with patience, relying on ambush and brutal close-range tactics. It captures and mauls single prey quickly rather than chasing multiple opponents, preferring to drive enemies into soft sand traps or tight gullies.

How it lives

The desert deathclaw is a top predator in arid regions. It nests in sun-baked burrows or collapsed ruins and often drags smaller carcasses into shallow pits to preserve them. Some tribes train or herd young deathclaws for use as battle animals. Their presence shapes local prey migrations and even plant distributions near frequented ambush sites.

Lair

A sunken den beneath a dune or within collapsed sandstone ruins that reroutes wind to amplify discharge of hot sand. The lair contains shallow pits filled with bones and covered by thin sand, a brood chamber ringed with petrified eggs, and a vantage tunnel used to ambush passing prey. Within the lair the deathclaw has advantage on Stealth checks while submerged in loose sand.

Habitat
Desert dunes, badlands, ruined stone fortresses, and wind-swept plateaus.

Signs that it is near

drag marks across dunes and torn tufts of dried foliage
half-buried bones and brittle scale fragments
shallow pits covered with loose sand and faint thermal vents where it recently exhaled

Tags

desert,
ambusher,
melee,
draconic,
beastlike

Lore

Travelers speak of the 'deathclaw' as a living sandstorm given teeth; old mercenaries tell of caravans split in the night and of horns summoning a beast that tears banners from wagons. Scholars disagree whether this draconic form is a subspecies of small desert wyrm or a monstrous experiment born from broken magical research in ruined temples.

What drives it

Hunger, territory defense, and a fierce instinct to protect brood sites. Trained specimens are motivated by conquest and obedience to their handlers.

After the fight

A killed deathclaw leaves behind a thick, sand-encrusted hide studded with heat-warped scales and a cache of half-buried eggs or odd desert trinkets it tore from travelers. Its teeth, claws, and tail spike are prized by desert warriors and can be made into weapons or trophies. Carving and tanning the hide requires time and tools; successful Survival checks can salvage parts for armor, rare alchemical reagents, or components for desert-themed magic items.

Variants

Young Desert Deathclaw: reduce CR to 2 by lowering HP, removing legendary action, and reducing damage dice.
Warbred Deathclaw: trained specimen with a rider, uses coordinated tactics and obeys simple commands.

Hooks

Plot hooks

A caravan was mauled and a single survivor can lead the party to a deathclaw lair—and to a lost relic buried beneath it.
A desert warband offers to trade a trained deathclaw hatchling for help reclaiming their ruined stronghold.
An oasis community hires the party to clear a deathclaw that has started preying on the livestock and threatens the water source.

How to use it

A single deathclaw guards a hidden cache or the approach to a desert ruin.
A pair of deathclaws patrols a caravan route and will harry mounted units or split the caravan to make easier kills.
Used as a trained shock beast by a desert warband; accompanied by riders or handlers who call them back with loud horn blasts.

Treasure

Teeth and claws (used for crafting), heat-hardened scales that can be made into light armor with successful Tinker or Smithing checks, and occasional small caches of salvaged caravan goods.

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