Serpent of the Gearing Sands

Tales call these 'ring-sages' or 'sand-gear serpents'—constructs meant to keep tombs and oases from casual plunder. Locals sometimes leave offerings of oil to pacify them; explorers call the small ember-spheres 'cinder marbles.'

LargeConstruct(Construct)CR 5Neutral

Serpent of the Gearing Sands

desertambushfirestoneburrowing
HP102AC17SPDBurrow 30 ft., Climb 20 ft., Walk 40 ft.CR5 (1,800 XP)StealthPerception
STR
18
save
DEX
12
CON
16
save
INT
3
WIS
10
CHA
6
Immutable Ringform. The serpent is immune to effects that require it to breathe and to being poisoned. Magic flows through its seams, keeping it animated. It cannot be grappled but can be restrained by Constrict.
Buried Ambusher. The serpent can move through sand and loose earth without disturbing it and can occupy the same space as other creatures while burrowing. Emerging from the sand is treated as moving from hidden to visible and can grant it advantage on its first attack if it surprises its target.
Cinder Reserve. The seams between its rings glow with residual furnace energy. The serpent regains use of Ember Shot on a roll of 5-6 at the start of its turn.
Thermal Fragility. When exposed to sudden cold of 10 degrees Fahrenheit below ambient or effects that deal cold damage, the serpent's rings contract and seize. It has vulnerability to cold damage when taking cold damage from a single source.
Multiattack. The Serpent of the Gearing Sands makes two attacks: one with its Bite and one with its Tail Slam.
Bite. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 11 () piercing damage plus 4 () fire damage. If the target is a creature, it must succeed on a Constitution saving throw or catch fire, taking fire damage at the start of each of its turns until it or another creature uses an action to douse the flames (extinguishing the flames on a success).
Tail Slam. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 13 () bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a Strength saving throw or be knocked prone and pushed 10 feet away as the linked rings torque and slam.
Ember Shot. Recharge 5-6. The serpent erupts a salvo of up to three ember spheres from openings between its stone rings. It can target up to three creatures within 60 feet, making a ranged spell attack +5 for each target. On a hit, a sphere deals 7 () fire damage. If a sphere strikes a creature adjacent to another creature, the adjacent creature must succeed on a Dexterity saving throw or take half of that damage as splash fire.
Constrict (Recharge 6). The serpent constricts a creature within 10 feet with two of its stone rings. The target must succeed on a Strength saving throw or be restrained. While restrained in this way, the target takes 9 () bludgeoning damage at the start of each of its turns as the rings grind and twist. The restrained target can repeat the Strength saving throw at the end of each of its turns, ending the effect on a success. The Serpent of the Gearing Sands can maintain one constriction at a time.
Reactive Coil. When a creature the serpent can see ends its turn within 5 feet of it, the serpent may use its reaction to make a single Tail Slam attack against that creature.
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