Dune Stalker
Large • Monstrosity • Unaligned
Armor Class 14
Hit Points 59 (7d10 + 21)
Speed 30 ft., burrow 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 16 (+3) | 3 (-4) | 10 (+0) | 7 (-2) |
Skills Perception +4, Stealth +4
Condition Immunities blinded, deafened
Senses blindsight 10 ft., tremorsense 120 ft. passive Perception 12
Languages -
CR 3 (XP 700; PB +2)

ACTIONS
Bite. Melee Weapon Attack: +6, reach 5 ft. Hit: 21 (5d6 + 4) piercing damage. If the dune stalker has advantage on the attack roll, the attack deals an additional 7 (2d6) piercing damage.
Sand Spit. Strength Saving Throw: DC 13, one creature within 30 feet that the dune stalker can see. Failure: 13 (3d8) bludgeoning damage, and the target is pushed 5 feet and knocked prone. Success: Half damage.
BONUS ACTIONS
Quicksand (Recharges after a Rest). The dune stalker creates a 15-foot-radius area of quicksand on the ground centered on a point within 30 feet of it. The area must consist of sand or similar loose material. It becomes difficult terrain for creatures without burrowing speed. A creature without burrowing speed that ends its turn inside the area becomes restrained until it or a creature within 5 feet of it frees the target with a successful DC 13 Strength check.
Dune Stalker
Large • Monstrosity • Unaligned
Armor Class 13
Hit Points 22 (3d10 + 6)
Speed 30 ft., burrow 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 10 (+0) | 14 (+2) | 3 (-4) | 10 (+0) | 7 (-2) |
Skills Perception +2, Stealth +2
Condition Immunities blinded, deafened
Senses blindsight 10 ft., tremorsense 120 ft. passive Perception 12
Languages -
CR 1/2 (XP 100; PB +2)

ACTIONS
Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage. If the dune stalker has advantage on the attack roll, the attack deals an additional 3 (1d6) piercing damage.
Sand Spit. Strength Saving Throw: DC 12, one creature within 30 feet that the dune stalker can see. Failure: 4 (1d8) bludgeoning damage, and the target is pushed 5 feet and knocked prone. Success: Half damage.
BONUS ACTIONS
Quicksand (Recharges after a Rest). The dune stalker creates a 10-foot-radius area of quicksand on the ground centered on a point within 30 feet of it. The area must consist of sand or similar loose material. It becomes difficult terrain for creatures without burrowing speed. A creature without burrowing speed that ends its turn inside the area becomes restrained until it or a creature within 5 feet of it frees the target with a successful DC 12 Strength check.
Dune Stalker
Large • Monstrosity • Unaligned
Armor Class 15
Hit Points 95 (10d10 + 40)
Speed 30 ft., burrow 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 12 (+1) | 18 (+4) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +7, Stealth +7
Condition Immunities blinded, deafened
Senses blindsight 10 ft., tremorsense 120 ft. passive Perception 17
Languages -
CR 6 (XP 2,300; PB +3)

ACTIONS
Bite. Melee Weapon Attack: +8, reach 5 ft. Hit: 38 (6d10 + 5) piercing damage. If the dune stalker has advantage on the attack roll, the attack deals an additional 9 (2d8) piercing damage.
Sand Spit. Strength Saving Throw: DC 15, one creature within 30 feet that the dune stalker can see. Failure: 27 (6d8) bludgeoning damage, and the target is pushed 5 feet and knocked prone. Success: Half damage.
BONUS ACTIONS
Quicksand (Recharges after a Rest). The dune stalker creates a 20-foot-radius area of quicksand on the ground centered on a point within 30 feet of it. The area must consist of sand or similar loose material. It becomes difficult terrain for creatures without burrowing speed. A creature without burrowing speed that ends its turn inside the area becomes restrained until it or a creature within 5 feet of it frees the target with a successful DC 15 Strength check.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
