b'Sandmasker \n'b'  Large   monstrosity ,  lawful evil\n'b' STATS STR: 19 (+4) DEX:  12 (+1)  CON:  15 (+2)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Armor Class  17 (natural armor)  Hit Points  82 (11d10 + 22)  Speed  40 ft.  Skills   Intimidation  +5,  Perception  +5,  Survival  +5  Senses   darkvision  60 ft., passive  Perception  15  Languages  Ledean  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'   Innate Spellcasting . A sandmasker can innately cast the following spells, requiring no material components:\n'b'\n'b'   2/day :  mirror image  \n'b'  1/day :  major image  \n'b'\n'b'  Trampling Charge . If the Sandmasker moves at least 20 feet straight towards a creature and then hits it with a lance  attack  on the same turn, the creature must succeed at a DC 14  Strength  saving throw or be knocked  prone  and suffer 8 (1d8 + 4) bludgeoning damage. \n'b'  Actions \n'b'   Multiattack . The sandmasker makes three attacks: either one lance  attack  and two claw attacks or two claw attacks and one sting attack. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) bludgeoning damage and the target is  grappled  (escape DC 14). The sandmasker has two claws, each of which can grapple only one target of Medium  size  or smaller. \n'b'  Lance .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 10 (1d12 + 4) piercing damage. \n'b'  Sting .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 15 (2d10 + 4) piercing damage and the target must make a DC 14  Constitution  saving throw. On a failure the target takes 22 (4d10) poison damage and becomes  poisoned  for 1 minute. On a success it takes half damage and is not  poisoned . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Tactics \n'b' Sandmaskers lure travelers into traps using  major image  to create illusions of small oases or wells. They then charge with their lances; any who survive the charge are attacked with claws and stingers. \n'b' Sandmaskers often keep swarms of 2d4 giant scorpions and might send the scorpions in first to soften up tough opponents and then charge into the fray afterwards. \n'b' Description \n'b' This large being is a bizarre blend of human from the waist up and giant scorpion from the waist down. Alien eyes peer from a hairless skull, taking in its surroundings with cool precision. A tattoo of a black crescent moon and scimitar covers much of its chest, and a similar mark is inscribed on the shaft of the lance couched at its side. Its claws reach out eagerly and its stinger gleams with poison at its tip. \n'b'  Merciless Predators . Sandmaskers will attack innocent creatures without need or provocation.'