Size:
Huge
Type:
Magical Beast
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the dunewinder. A swallowed creature is blinded and restrained, it has total cover from attacks and other effects outside the dunewinder, and it takes 7 (2d6) acid damage at the start of each of the dunewinder's turns. If the dunewinder dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Action
Sand to Sky Attack (Recharge 2-3)
The dunewinder rises up out of a hole in the sand and reaches up 30 ft. into the sky. It makes a bite attack against one target.
Special
Magic Resistance
The dunewinder has advantage on saving throws against spells and other magical effects.
Special
Tunneler
The dunewinder can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake.
A celebrated hero confidently flies over the desert on his hippogriff. The young man is enjoying the spectacular view when suddenly a massive red worm launches itself into the air. In a split second the dunewinder swallows the rider and his mount.
Sky Watcher. These huge worms usually tunnel under the sand. However, they also look up from their holes to see what prey is flying by. They have the surprising ability to stretch vertically into the sky and attack airborne creatures.
Underground Transit. The dunewinder's tunnels are quite large. Other monsters use these passages to travel under the desert sand. If they run into the monstrosity, they better hope it isn't hungry.
Crude Construction. Some of the worm's tunnels aren't very stable though. There is always a chance that one of these passages can collapse.
5e SRD