Dunemancer

Small or Medium • Humanoid • Any Alignment

Armor Class 16

Hit Points 71 (11d8 + 22)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
10 (+0)16 (+3)14 (+2)11 (+0)13 (+1)16 (+3)

Skills Perception +3, Survival +3

Gear arcane focus

Senses tremorsense 30 ft., passive Perception 13

Languages Common, Primordial

CR 4 (XP 1,100; PB +2)

Sand Walker. The dunemancer ignores difficult terrain caused by sand and can move across loose sand without sinking into it.

ACTIONS

Multiattack. The dunemancer makes two Sand Burst attacks.

Sand Burst. Melee or Ranged Spell Attack: +5, reach 5 ft. or range 60 ft. Hit: 14 (2d10 + 3) bludgeoning damage. If the target is Large or smaller, it is subjected to the following effect. Strength Saving Throw: DC 13. Failure: The target is knocked prone.

Spellcasting. The dunemancer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

At will: mage armor (included in AC), mage hand, thaumaturgy

2/day: dust devil, tide wave (manifests as a wave of sand), wall of sand

1/day: move earth

REACTIONS

Quicksand. Trigger: A Large or smaller creature within 60 feet standing on sand or similar ground that the dunemancer can see is knocked prone. Response - Strength Saving Throw: DC 13. Failure: The target's speed is reduced to 0 until it takes an action to free itself.

Sand Barrier (2/Day). The dunemancer casts shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Dunemancer

Small or Medium • Humanoid • Any Alignment

Armor Class 15

Hit Points 33 (6d8 + 6)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
10 (+0)14 (+2)12 (+1)10 (+0)11 (+0)14 (+2)

Skills Perception +2, Survival +2

Gear arcane focus

Senses tremorsense 30 ft., passive Perception 12

Languages Common, Primordial

CR 1 (XP 200; PB +2)

Sand Walker. The dunemancer ignores difficult terrain caused by sand and can move across loose sand without sinking into it.

ACTIONS

Sand Burst. Melee or Ranged Spell Attack: +4, reach 5 ft. or range 60 ft. Hit: 11 (2d8 + 2) bludgeoning damage. If the target is Large or smaller, it is subjected to the following effect. Strength Saving Throw: DC 12. Failure: The target is knocked prone.

Spellcasting. The dunemancer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: mage armor (included in AC), mage hand, thaumaturgy

1/day: dust devil, tide wave (manifests as a wave of sand), wall of sand

REACTIONS

Quicksand. Trigger: A Large or smaller creature within 60 feet standing on sand or similar ground that the dunemancer can see is knocked prone. Response - Strength Saving Throw: DC 12. Failure: The target's speed is reduced to 0 until it takes an action to free itself.

Sand Barrier (1/Day). The dunemancer casts shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Dunemancer

Small or Medium • Humanoid • Any Alignment

Armor Class 17

Hit Points 120 (16d8 + 48)

Speed 30 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
10 (+0)18 (+4)16 (+3)13 (+1)15 (+2)18 (+4)

Skills Perception +5, Survival +5

Gear arcane focus

Senses tremorsense 60 ft., passive Perception 15

Languages Common, Primordial

CR 7 (XP 2,900; PB +3)

Sand Walker. The dunemancer ignores difficult terrain caused by sand and can move across loose sand without sinking into it.

ACTIONS

Multiattack. The dunemancer makes two Sand Burst attacks.

Sand Burst. Melee or Ranged Spell Attack: +7, reach 5 ft. or range 60 ft. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is Large or smaller, it is subjected to the following effect. Strength Saving Throw: DC 15. Failure: The target is knocked prone.

Spellcasting. The dunemancer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):

At will: mage armor (included in AC), mage hand, thaumaturgy

2/day: dust devil, tide wave (manifests as a wave of sand), wall of sand

1/day: move earth

REACTIONS

Quicksand. Trigger: A Large or smaller creature within 60 feet standing on sand or similar ground that the dunemancer can see is knocked prone. Response - Strength Saving Throw: DC 15. Failure: The target's speed is reduced to 0 until it takes an action to free itself.

Sand Barrier (3/Day). The dunemancer casts shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

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.