Dunewinder

Huge monstrosity, chaotic evil

Armor Class

17 (natural armor)

Hit Points

85 (9d12 + 27)

Speed

40 ft., burrow 20 ft.

Skills

Perception +5

Condition Immunities

prone

Senses

darkvision 60 ft., tremorsense 60 ft.

Languages

-

Challenge

6

Magic Resistance

The dunewinder has advantage on saving throws against spells and other magical effects.

Tunneler

The dunewinder can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake.

Actions

Bite

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the dunewinder. A swallowed creature is blinded and restrained, it has total cover from attacks and other effects outside the dunewinder, and it takes 7 (2d6) acid damage at the start of each of the dunewinder's turns. If the dunewinder dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Sand to Sky Attack (Recharge 2-3)

The dunewinder rises up out of a hole in the sand and reaches up 30 ft. into the sky. It makes a bite attack against one target.