Sand Walker

Sand walkers are creations of the walkers of the waste, a small and insular group of desert wanderers who dedicate themselves to protecting their region. They fend off supernatural threats to the desert, and sand walkers are one of their tools for doing so. The secret of creating these massive constructs are guarded with the lives of those who know it, to ensure that the walkers can never be turned against the environment they were created to protect.

These are among the largest constructs, standing over 25 feet tall and weighing tens of thousands of pounds. They usually hold vaguely humanoid forms, with their feet merging with the sandy ground they walk across. Their form can compress and shift to burrow through the ground or flow through narrow openings. Each walker is created alongside a special amulet that it is bound to, and the walker will obey the orders of whoever is carrying that amulet, so long as the bearer is within 60 feet of the walker. If the bearer is further away than that, the sand walker will try to follow the last order it was given. The walkers of the waste generally task their constructs with patrolling regions of the desert in which they live in order to fend off local threats.

The sand the constructs are made of is animated even when separated from its body, at least within close range. Some constantly whips around it in a blinding swirl, getting into eyes and obscuring vision, but most dangerous is the construct’s intentions when it attacks an opponent. The massive fist that crushes down onto its enemy detaches some sand that tries to crawl into the nose and mouth of the target, blocking up its breathing and causing the creature to suffocate.

Originally from Sandstorm. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as a spot on the Paper and Dice Discord server, consider backing me there!

5th Edition

Construct Nature. The sand walker doesn’t require air, food, drink, or sleep.

A 5th Edition Dungeons and Dragons monster stat block for the sand walker. The plain text is available below.

Sand Walker
Huge construct, unaligned
Armor Class 12 (natural armor)
Hit Points 230 (20d12 + 100)
Speed 20 ft., burrow 20 ft.
Str 23 (+6) Dex 8 (-1) Con 21 (+5) Int 1 (-5) Wis 10 (+0) Cha 1 (-5)
Damage Immunities poison, psychic
Damage Resistances piercing, slashing; bludgeoning damage from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, restrained
Senses passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 12 (8400 XP)
Brownout. A creature that starts its turn within 10 feet of the sand walker or moves into that area for the first time on a turn must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls and Dexterity ability checks and saving throws until it moves out of that area. All creatures except sand walkers in that area also have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks.
Immutable Form. The sand walker is immune to any spell or effect that would alter its form.
Magic Resistance. The sand walker has advantage on saving throws against spells and other magical effects.
Magic Weapons. The sand walker’s weapon attacks are magical.
Sand Form. The sand walker can move through a space as narrow as 1 inch wide without squeezing.
Sand Glide. The sand walker can burrow through nonmagical earth and sand without disturbing the material it moves through.
Actions
Multiattack. The sand walker makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its nose and mouth are filled with sand, preventing the creature from speaking and forcing it to hold its breath. As an action, the creature can attempt a DC 17 Constitution check, ending the effect on a success.

13th Age

A 13th Age monster stat block for the sand walker. The plain text is available below.

Sand Walker
Large 9th level spoiler [construct]
Initiative: +8
Smothering Fists +14 vs. AC (2 attacks) – 20 damage plus 20 ongoing damage
First Failed Save: The target is hampered and taking 20 ongoing damage (save ends both).
Second Failed Save: The target is stunned and taking 20 ongoing damage (save ends both).
Brownout: Each nearby enemy becomes dazed (save ends) whenever it rolls a natural 1-5 with an attack roll.
Flowing Sand: The sand walker is immune to opportunity attacks.
Inorganic Immunity: The sand walker is immune to effects (confused, dazed, weakened, hampered, made vulnerable, take ongoing damage, etc).
AC 23 PD 23 MD 19 HP 360

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