D&D 3e (3.0/3.5) Rules
Sand spawn are monsters created by infusing sand with the essence of Chaos. They are mindlessly destructive, although they follow rudimentary instincts that allow them to work together to cut off their victims' retreat.
Sand spawn resemble small tornadoes, with a spinning head and maw that is three feet in diametre, tapering to a narrow bottom. They remain in contact with the ground as they sweep along, and can move quickly across any surface, provided that it is dry.
Once created, a pack of sand spawn survives for 2d10+20 hours; after this time has elapsed, the chaotic winds fade and their sandy forms settle to the ground.
Sand spawn attempt to spread out and encircle their enemies, attempting to flank opponents and allowing each of the spawn to join the attack. They strike with a lashing tendril of sand that can slice flesh and inflict deep, painful wounds.
Cause Blindness (Ex): A sand spawn can send a blast of stinging sand into the eyes of an opponent, causing blindness for 1d6+1 rounds (Reflex save negates, DC 10). The opponent can take a full-round action to wash the sand out of his face with water, negating the blindness.
Water Vulnerability (Ex): Sand spawn lose 1 hit point each round over marshy or wet ground, and are instantly destroyed if they move over open water.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
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