Dunesayer (5e Creature)
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Small monstrosity, unaligned
Sandstorm. The dunesayer can cause an area of up to 90 ft. centered around to become difficult terrain; the first time a creature enters this area on a turn, it makea a DC 13 Strength save to avoid being knocked prone. Additionally, at the start of the dunesayer's turn, each creature it chooses in this radius is buffeted by powerful waves of sand and must make a DC 12 Constitution save, taking 4 (1d8) bludgeoning damage and becoming blinded on a failed save, or taking half as much damage on a success.
Multiattack. The dunesayer makes two attacks: one with its bite and one with its sting.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) poison damage, and the target must make a successful DC 12 Constitution save or become paralyzed. The target remakes this save at the start of its turn, ending the effect on a success.
Sandblast (Recharge 5-6). A mass of sand erupts from beneath the dunesayer. Each creature in a 30 ft. cone must make a DC 14 Dexterity saving throw, taking 16 (3d10) bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one.
The dunesayer whips sand, soil or other particulate detritus into a whirling dust storm, obscuring its presence as it tracks prey and awaits an opening for its paralyzing sting. In an emergency, it may even concentrate its field into a focused stream, shredding the flesh of an opponent with a powerful sand blast.