Sand Elemental
Huge • Elemental • Neutral
Armor Class 14
Hit Points 136 (13d12 + 52)
Speed 40 ft., burrow 40 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 10 (+0) | 18 (+4) | 7 (-2) | 10 (+0) | 8 (-1) |
Skills Stealth +3
Damage Resistances fire
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 10
Languages Primordial (Terran)
CR 8 (XP 3,900; PB +3)

Amorphous. The elemental can move through a space as narrow as 1 inch wide without squeezing.
Loose Sand. The ground in a 10-foot emanation originating from the elemental is difficult terrain for creatures of its choice.
Sand Glide. The elemental can burrow through nonmagical sand without disturbing the material it moves through.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The elemental makes two Slam attacks and uses its Sinkhole once. If both attacks hit the same target, the target is knocked prone.
Slam. Melee Weapon Attack: +8, reach 10 ft. Hit: 24 (3d12 + 5) bludgeoning damage.
Sinkhole. Strength Saving Throw: DC 16, each creature in a 20-foot-radius sphere centered on a point on the ground within 90 feet of the elemental that it can see. Failure: The target's speed is reduced to 0 until the end of its next turn.
BONUS ACTIONS
Bury. Strength Saving Throw: DC 16, one prone creature on the ground within 10 feet of the elemental. Failure: The target is blinded and restrained. It gains full cover and starts suffocating. The target or a creature within 5 feet can take an action to end the effect with a successful DC 16 Strength (Athletics) check.
Sand Elemental
Huge • Elemental • Neutral
Armor Class 13
Hit Points 85 (9d12 + 27)
Speed 40 ft., burrow 40 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 10 (+0) | 16 (+3) | 7 (-2) | 8 (-1) | 8 (-1) |
Skills Stealth +3
Damage Resistances fire
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 10
Languages Primordial (Terran)
CR 5 (XP 1,800; PB +3)

Amorphous. The elemental can move through a space as narrow as 1 inch wide without squeezing.
Loose Sand. The ground in a 10-foot emanation originating from the elemental is difficult terrain for creatures of its choice.
Sand Glide. The elemental can burrow through nonmagical sand without disturbing the material it moves through.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The elemental makes two Slam attacks and uses its Sinkhole once. If both attacks hit the same target, the target is knocked prone.
Slam. Melee Weapon Attack: +7, reach 10 ft. Hit: 17 (2d12 + 4) bludgeoning damage.
Sinkhole. Strength Saving Throw: DC 15, each creature in a 20-foot-radius sphere centered on a point on the ground within 90 feet of the elemental that it can see. Failure: The target's speed is reduced to 0 until the end of its next turn.
BONUS ACTIONS
Bury. Strength Saving Throw: DC 15, one prone creature on the ground within 10 feet of the elemental. Failure: The target is blinded and restrained. It gains full cover and starts suffocating. The target or a creature within 5 feet can take an action to end the effect with a successful DC 15 Strength (Athletics) check.
Sand Elemental
Huge • Elemental • Neutral
Armor Class 15
Hit Points 184 (16d12 + 80)
Speed 40 ft., burrow 40 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 12 (+1) | 20 (+5) | 7 (-2) | 12 (+1) | 8 (-1) |
Skills Stealth +5
Damage Resistances fire
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 11
Languages Primordial (Terran)
CR 11 (XP 7,200; PB +4)

Amorphous. The elemental can move through a space as narrow as 1 inch wide without squeezing.
Loose Sand. The ground in a 10-foot emanation originating from the elemental is difficult terrain for creatures of its choice.
Sand Glide. The elemental can burrow through nonmagical sand without disturbing the material it moves through.
Unusual Nature. The elemental doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The elemental makes two Slam attacks and uses its Sinkhole once. If both attacks hit the same target, the target is knocked prone.
Slam. Melee Weapon Attack: +10, reach 10 ft. Hit: 32 (4d12 + 6) bludgeoning damage.
Sinkhole. Strength Saving Throw: DC 18, each creature in a 20-foot-radius sphere centered on a point on the ground within 90 feet of the elemental that it can see. Failure: The target's speed is reduced to 0 until the end of its next turn.
BONUS ACTIONS
Bury. Strength Saving Throw: DC 18, one prone creature on the ground within 10 feet of the elemental. Failure: The target is blinded and restrained. It gains full cover and starts suffocating. The target or a creature within 5 feet can take an action to end the effect with a successful DC 18 Strength (Athletics) 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.
