Qumdaq
Small Elemental, neutral
Armor Class 13 (natural armor)
Hit Points 18 (4d6+4)
Speed walk +30, burrow +30
Challenge 1/4
Saving Throws wis +2
Skills perception +0
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 30', tremorsense 30', passive Perception 12
Languages Terran
Special Abilities
Earth Glide. Can burrow through nonmagical unworked earth/stone with o disturbing material it moves through.
Elemental Nature. Doesn't require air food drink or sleep.
Final Gift. When it dies it bursts in a shower of sand. A qumdaq of dying qumdaq's choice within 10 ft. of it regains 5 (2d4) hp or target gains 5 (2d4) temp hp if at its max.
Horde Tactics. Has advantage on attack rolls vs. a creature if 1+ qumdaq's ally is within 5 ft. of creature and ally isn't incapacitated. Also qumdaq's weapon attacks deal extra 2 (1d4) bludgeoning damage on a hit if 3+ qumdaq's allies are within 5 ft. of target and allies aren't incapacitated.
Sense Magic. Senses magic within 60' of it at will. This otherwise works like detect magic but isn't itself magical.
Actions
Slam. Melee Weapon Attack: +4 to hit, 5 ft., one target, 4 (1d4+2) bludgeoning damage.
Desiccation Field (1/Day). Extends its arms sending sand and grit swirling around itself. Each non-qumdaq creature within 10 ft. of it: 5 (2d4) bludgeoning damage and suffers one level of exhaustion for 1 hr or until it drinks 1+ pint of water (DC 10 Con half damage and isn't exhausted). A creature can suffer no more than 3 total levels of exhaustion from Desiccation Field regardless of how many qumdaqs use the action.
Source: Tome of Beasts 3 · OGL/Open