Ancient Apex Sandwyrm - AI-generated fantasy Monster

Ancient Apex Sandwyrm

Ancient nomads called them the Eaters of Cities. They are believed to be the terrestrial cousins of dragons, traded wings for the ability to swim through solid rock. Legend says an Ancient Sandwyrm never forgets a scent and will travel across continents to reclaim what was stolen from its hoard.

GargantuanDragon(Serpentine)CR Legendary (Deadly)Lawful Neutral

Ancient Apex Sandwyrm

Apex PredatorSandwyrmSerpentineGargantuan Dragon
HP481AC21SPD40 ft., Burrow 60 ft.CR22PerceptionStealthAthleticsInsight
STR
28
DEX
14
save
CON
27
save
INT
19
WIS
17
save
CHA
21
save
Legendary Resistance (3/Day). If the Sandwyrm fails a saving throw, it can choose to succeed instead.
Siege Monster. The Sandwyrm deals double damage to objects and structures.
Tunneler. The Sandwyrm can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake.
Seismographic Memory. The Sandwyrm has advantage on Wisdom (Survival) checks to track creatures it has detected with tremorsense within the last 24 hours.
Multiattack. The Sandwyrm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its tail.
Bite. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 20 () piercing damage plus 11 () fire damage.
Tail. Melee Weapon Attack: to hit, reach 20 ft., one target. Hit: 18 () bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the Sandwyrm's choice that is within 120 feet and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns.
Vitrified Sand Breath (Recharge 5-6). The Sandwyrm exhales a 90-foot cone of superheated, glass-filled sand. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 44 () fire damage and 44 () slashing damage. On a success, damage is halved.
Vibration Parry. When a creature the Sandwyrm can sense with tremorsense misses it with a melee attack, the Sandwyrm can strike the ground, creating a shockwave. The attacker must succeed on a Strength saving throw or be pushed 10 feet away and knocked prone.
Detect. The Sandwyrm makes a Wisdom (Perception) check.
Tail Swipe. The Sandwyrm makes a tail attack.
Sand Glide (Costs 2) (Costs 2 Actions). The Sandwyrm moves up to half its burrow speed without provoking opportunity attacks.
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