b'Dooner \n'b'  Medium   elemental  (earth),  chaotic evil  \n'b'  Armor Class  12  Hit Points  19 (3d8 + 6)  Speed  30 ft., burrow 30 ft., swim 30 ft.\n'b' STATS STR: 9 (-1) DEX:  14 (+2)  CON:  14 (+2)  INT:  9 (-1)  WIS:  11 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +4  Damage Immunities  piercing, poison  Damage Immunities  petrification,  poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages  Common  Challenge  1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The dooner can breathe air and water. \n'b'  False Appearance . While the dooner remains motionless, it is indistinguishable from an ordinary dune. \n'b'  Sand Camouflage . The dooner has advantage on  Dexterity  ( Stealth ) checks made to  hide  in sandy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b'  Sand Bag .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'  Sand Ball .  Ranged Weapon Attack : +4 to hit, ranged 10/30 ft., one target.  Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'  Seaweed Net .  Ranged Weapon Attack : +4 to hit, range 5/15 ft., one Large or smaller creature.  Hit : The target is  restrained . A creature can use its action to make a DC 10  Strength  check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. \n'b'\n'b' ABOUT \n'b' These creatures\xe2\x80\x99 bodies are roughly molded of sand, their eyes strangely green and phosphorescent, while their hair, rising like beach grass from their pointed heads, waves about their lumpy faces. \n'b' Dooners consider anyone landing on their territory to be an invader, and invaders are dealt with harshly: sand balled, sandbagged, and made into sandwiches for the sand crabs. They will start combat by hurling sand balls and then, using bags of seaweed stuffed with sand, bludgeon their foes. They also use seaweed to craft their nets, which they will throw over the unwary. \n'b' Dooner leaders are identified by their seashell necklaces, which they collect from the many creatures they battle from the ocean who wash up on their dunes.'