b'Dunewinder \n'b'  Huge   monstrosity ,  chaotic evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  85 (9d12 + 27)  Speed  40 ft., burrow 20 ft.\n'b' STATS STR: 23 (+6) DEX:  14 (+2)  CON:  16 (+3)  INT:  8 (-1)  WIS:  15 (+2)  CHA:  3 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +5  Condition Immunities   prone   Senses   darkvision  60 ft., tremorsense 60 ft., passive  Perception  15  Languages  \xe2\x80\x93  Challenge  6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Resistance . The dunewinder has advantage on saving throws against spells and other magical effects. \n'b'  Tunneler . The dunewinder can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 19 (3d8 + 6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 14  Dexterity  saving throw or be swallowed by the dunewinder. A swallowed creature is  blinded  and  restrained , it has total  cover  from attacks and other effects outside the dunewinder, and it takes 7 (2d6) acid damage at the start of each of the dunewinder\xe2\x80\x99s turns. If the dunewinder dies, a swallowed creature is no longer  restrained  by it and can escape from the corpse by using 15 feet of movement, exiting  prone . \n'b'  Sand to Sky Attack (Recharge 2-3) . The dunewinder rises up out of a hole in the sand and reaches up 30 ft. into the sky. It makes a bite  attack  against one target. \n'b'\n'b' ABOUT \n'b' A celebrated hero confidently flies over the desert on his hippogriff. The young man is enjoying the spectacular view when suddenly a massive red worm launches itself into the air. In a split second the dunewinder swallows the rider and his mount. \n'b'  Sky Watcher . These huge worms usually tunnel under the sand. However, they also look up from their holes to see what prey is flying by. They have the surprising ability to stretch vertically into the sky and attack airborne creatures. \n'b'  Underground Transit . The dunewinder\xe2\x80\x99s tunnels are quite large. Other monsters use these passages to travel under the desert sand. If they run into the monstrosity, they better hope it isn\xe2\x80\x99t hungry. \n'b'  Crude Construction . Some of the worm\xe2\x80\x99s tunnels aren\xe2\x80\x99t very stable though. There is always a chance that one of these passages can collapse.'