Athletics: +1
Acrobatics: +7
Sleight of Hand: +2
Stealth: +2
Arcana: +1
History: +5
Investigation: +1
Nature: +1
Religion: +1
Animal Handling: +3
Insight: +8
Medicine: +3
Perception: +3
Survival: +5
Deception: +1
Intimidation: +11
Performance: +1
Persuasion: +6
Beastly Speech
Elvish
Sylvan
Common
Giant
Orc
Walk: 10ft.
Standing Leap: The Nemesis Of The Sands's long jump is up to half his speed in feet and its high jump is up to third his speed, with or without a running start.
Slam: 4d4+1 Bludgeoning.
Underwater Camouflage: The Nemesis Of The Sands has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing: The Nemesis Of The Sands can breathe underwater
Hold Breath: The Nemesis Of The Sands can hold its breath for 20 minutes.
Wounded Fury: While The Nemesis Of The Sands has 42 hit points or fewer, The Nemesis Of The Sands has advantage on attack rolls. In addition, The Nemesis Of The Sands deals an extra 10 (3d6) damage to any target The Nemesis Of The Sands hits with a melee attack.
Grappler: On a hit on a melee attack, The Nemesis Of The Sands can choose to do no damage to grapple a creature up to its size. The target is then grappled, with DC 14 to scape the grapple.
Smother: Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and The Nemesis Of The Sands can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (3d6 + 1) bludgeoning damage.
Stench: Any creature other than any Beast that starts its turn within 5 feet of The Nemesis Of The Sands must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all Beasts for 1 hour.
Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 16.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Entangling Vines: The Nemesis Of The Sands causes vines to sprout from the ground and entangle creatures in the area. Each creature must succeed on a DC 16 Strength saving throw or be restrained until the end of its next turn.
Grasping Plants: The lair causes roots and vines to temporarily grow. until initiative count 20 on the next round, the ground within 20 feet of The Nemesis Of The Sands is difficult terrain. The Nemesis Of The Sands is immune to this effect.
Animating Art: The Nemesis Of The Sands can animate one of its artworks as an action, bringing to life a shadowy creature (use the stats for a shadow or another appropriate creature, but with an artistic flair in its appearance). This creature acts on its own initiative and follows the commands of The Nemesis Of The Sands. Only one animated artwork can be active at a time.
Mental Manipulation: The Nemesis Of The Sands attempts to dominate one creature it can see within its lair. The target must succeed on a DC 14 Wisdom saving throw or be charmed by the The Nemesis Of The Sands until initiative count 20 on the next round.
The Nemesis Of The Sands has an effect on its domains that may include any of the following magical effects:
Arcane Bastion: Towering spires and intricate glyphs dominate The Nemesis Of The Sands's domain, a testament to unmatched magical mastery. The land feels alive with arcane energy, and bizarre phenomena offer a glimpse into experiments that push the boundaries of reality itself.
If The Nemesis Of The Sands dies, these effects dissipate during the next 9 days.
They are wise.
Protector
Aspiration. I work hard to be the best there is at my craft.
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