Sand Wraith - AI-generated fantasy Monster

Sand Wraith

The Sand Wraith of Verulana Oasis is said to be a pilgrim or guardian who died defending water from raiders, then returned when the bodies were buried without rites and the well was sealed with stolen blood. Over time the spirit became a thing of hunger and grievance, unable to tell thirst from vengeance. Local guides mark certain dunes as 'listening ground' because the sand there is known to moan before a death. Some say the wraith can only be laid to rest if the characters restore the oasis' true name and return the stolen token that first bound it to the desert.

MediumUndead(Undead)CR CR 8Chaotic evil

Sand Wraith

undeaddesertambushsolostormoasisnecroticsandboss
HP136AC15SPD0 ft., fly 40 ft. (hover), burrow 30 ft. through sand or loose earthCR8 (3,900 XP)PerceptionStealthSurvival
STR
14
DEX
18
save
CON
18
save
INT
10
WIS
16
save
CHA
14
Dustbound. The wraith can move through sand, loose earth, and unworked stone as if it were difficult terrain. While in sand or dust, it can take the Hide action as a bonus action.
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 force damage if it ends its turn inside an object.
Mirage Veil. While the wraith is in dim light, darkness, sandstorm conditions, or heavily obscured terrain made of dust or sand, attack rolls against it have disadvantage unless the attacker can see invisible creatures.
Quicksand Hunger. A creature that starts its turn within 10 feet of the wraith and is standing on sand or loose earth must succeed on a Strength saving throw or have its speed reduced to 0 until the start of its next turn as the ground clutches at its ankles.
Multiattack. The sand wraith makes two Sand Scythe attacks.
Sand Scythe. Melee Spell Attack: to hit, reach 10 ft., one target. Hit: 15 () necrotic damage plus 7 () slashing damage as spectral grit tears at flesh. If the target is a creature, it must succeed on a Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn.
Grasping Dune. Ranged Magical Attack: to hit, range 60/120 ft., one target. Hit: 18 () necrotic damage, and the target must succeed on a Strength saving throw or be pulled up to 15 feet in a straight line toward the wraith and knocked prone if it ends this movement on sand, loose earth, or rubble.
Sandstorm Burst. The wraith explodes into a whirling storm of razor sand in a 20-foot-radius sphere centered on itself. Each creature of the wraith's choice in that area must make a Dexterity saving throw, taking 27 () slashing damage plus 13 () necrotic damage on a failed save, or half as much damage on a successful one. The area becomes heavily obscured until the start of the wraith's next turn.
Slip of the Dune. When a creature the wraith can see hits it with an attack while standing on sand, loose soil, or rubble, the wraith halves the attack's damage against it and can move up to 10 feet without provoking opportunity attacks.
Slip Through Sand. The wraith moves up to half its burrow or fly speed without provoking opportunity attacks.
Grit Blindness. One creature the wraith can see within 30 feet must succeed on a Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn as choking grit fills its senses.
Spectral Slash (Costs 2 Actions). The wraith uses Sand Scythe.
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