DnDChick
Demon Queen of Templates
SAND-DWELLER
Medium-size Humanoid (Lesser Servitor Race)
Hit Dice: 2d8+2 (10 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 14 (+1 Dex, +3 natural)
Attacks: 2 claws +2 melee
Damage: Claw 1d3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Light sensitive, darkvision 60 ft.
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 8
Skills: Climb +1, Hide +4, Listen +2, Move Silently +3, Spot +3
Feats: Alertness
CR: 1
Climate/Terrain: The deserts of the American Southwest, perhaps other deserts, and near the Great Old Ones
Organization: Solitary, gang (2d6), or colony (3d12)
Treasure: Half standard
Alignment: Always neutral evil
Advancement: 3-6HD (Medium-size)
Sanity Loss: 0/1d6
"Then out of one of the caves came a Sand-Dweller—rough-skinned, large-eyed, large-eared, with a horrible, distorted resemblance to the koala bear facially, though his body had an appearance of emaciation. He shambled toward me, manifestly eager."
—H. P. Lovecraft, and August Derleth, "The Gable Window."
Sand-dwellers are hunched, leering creatures that live in arid desert regions in deep caves and mines. They are approximately humanoid in size and shape, with large eyes and elephantine ears. Their rough skin is similar to sandpaper in texture, and their hands end in wickedly curved claws. Sand-dwellers are strictly nocturnal, and sources of bright light hurt their large sensitive eyes.
The only known home of the sand-dwellers are the Mojave and Sonora Deserts of the American Southwest, but it is likely that they reside in other desert regions as well. The most likely place for another tribe of sand-dwellers is over the ruins of G’harne, in the Sahara. Sand dwellers also form colonies around those Great Old Ones that are buried in or near desert regions.
Combat
Sand-dwellers enter combat wildly flailing their clawed hands, screaming in unearthly wails of rage and eagerness.
Spells: Certain exceptional sand-dwellers (i.e. those of at least 4HD and with a Wisdom of 14 or greater) will know as many as 1d8 spells. Sand-dwellers that live near a Great Old One may know spells relating to that particular deity.
Light-Sensitivity (Ex): Sand-dwellers suffer a -2 penalty to attack rolls in bright light.
Medium-size Humanoid (Lesser Servitor Race)
Hit Dice: 2d8+2 (10 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 14 (+1 Dex, +3 natural)
Attacks: 2 claws +2 melee
Damage: Claw 1d3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Light sensitive, darkvision 60 ft.
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 8
Skills: Climb +1, Hide +4, Listen +2, Move Silently +3, Spot +3
Feats: Alertness
CR: 1
Climate/Terrain: The deserts of the American Southwest, perhaps other deserts, and near the Great Old Ones
Organization: Solitary, gang (2d6), or colony (3d12)
Treasure: Half standard
Alignment: Always neutral evil
Advancement: 3-6HD (Medium-size)
Sanity Loss: 0/1d6
"Then out of one of the caves came a Sand-Dweller—rough-skinned, large-eyed, large-eared, with a horrible, distorted resemblance to the koala bear facially, though his body had an appearance of emaciation. He shambled toward me, manifestly eager."
—H. P. Lovecraft, and August Derleth, "The Gable Window."
Sand-dwellers are hunched, leering creatures that live in arid desert regions in deep caves and mines. They are approximately humanoid in size and shape, with large eyes and elephantine ears. Their rough skin is similar to sandpaper in texture, and their hands end in wickedly curved claws. Sand-dwellers are strictly nocturnal, and sources of bright light hurt their large sensitive eyes.
The only known home of the sand-dwellers are the Mojave and Sonora Deserts of the American Southwest, but it is likely that they reside in other desert regions as well. The most likely place for another tribe of sand-dwellers is over the ruins of G’harne, in the Sahara. Sand dwellers also form colonies around those Great Old Ones that are buried in or near desert regions.
Combat
Sand-dwellers enter combat wildly flailing their clawed hands, screaming in unearthly wails of rage and eagerness.
Spells: Certain exceptional sand-dwellers (i.e. those of at least 4HD and with a Wisdom of 14 or greater) will know as many as 1d8 spells. Sand-dwellers that live near a Great Old One may know spells relating to that particular deity.
Light-Sensitivity (Ex): Sand-dwellers suffer a -2 penalty to attack rolls in bright light.
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