b'Qumdaq \n'b'  Small   elemental ,  neutral  \n'b'  Armor Class  13 (natural armor)  Hit Points  18 (4d6 + 4)  Speed  30 ft., burrow 30 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX:  14 (+2)  CON:  13 (+1)  INT:  6 (\xe2\x80\x932)  WIS:  11 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +2  Skills   Perception  +2,  Stealth  +4  Damage Immunities  poison  Condition Immunities   exhaustion ,  paralyzed ,  petrified ,  poisoned ,  unconscious   Senses   darkvision  30 ft., tremorsense 30 ft., passive  Perception  12  Languages  Terran  Challenge  1/4 (50 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Earth Glide . The qumdaq can burrow through nonmagical, unworked earth, sand, and stone. While doing so, the elemental doesn\xe2\x80\x99t disturb the material it moves through. \n'b'  Elemental Nature . The qumdaq doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Final Gift . When the qumdaq dies, it bursts in a shower of sand. A qumdaq of the dying qumdaq\xe2\x80\x99s choice within 10 feet of it regains 5 (2d4)  hp , or the target gains 5 (2d4)  temporary hp  if it is at its  hp  maximum. \n'b'  Horde Tactics . The qumdaq has advantage on  attack  rolls against a creature if at least one of the qumdaq\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . In addition, the qumdaq\xe2\x80\x99s weapon attacks deal an extra 2 (1d4) bludgeoning damage on a hit, if at least three of the qumdaq\xe2\x80\x99s allies are within 5 feet of the target and the allies aren\xe2\x80\x99t  incapacitated . \n'b'  Sense Magic . The qumdaq senses magic within 60 feet of it at will. This trait otherwise works like the  detect magic  spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b'  Slam .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) bludgeoning damage. \n'b'  Desiccation Field (1/Day) . The qumdaq extends its arms,  sending  sand and grit swirling around itself. Each creature that isn\xe2\x80\x99t a qumdaq within 10 feet of the qumdaq must make a DC 10  Constitution  saving throw. On a failure, a creature takes 5 (2d4) bludgeoning damage and suffers one level of  exhaustion  for 1 hour, or until it drinks at least 1 pint of water. On a success, a creature takes half the damage and isn\xe2\x80\x99t exhausted. A creature can suffer no more than a total of three levels of  exhaustion  from Desiccation Field, regardless of how many qumdaqs use the action. \n'b'\n'b' ABOUT \n'b' The sand rises in a vaguely humanoid form with only the faintest suggestion of facial features. Then another rises. Then another. \n'b' Qumdaq are small, earthen elementals that live and move in groups. \n'b'  Magical Guardian . The qumdaq are attracted to areas of magical corruption, where they slowly work to return the land to its natural state. This process takes years or decades, but the qumdaq are patient and hardworking. The elementals treat any magic-wielding creature they find near a tainted area as if that creature were responsible for the land\xe2\x80\x99s corruption and vent their wrath upon the unfortunate soul. \n'b'  Desert Dwellers . These elementals are commonly found in arid or desert areas, though their attraction to magical corruption means they can be found in wastelands or other magic-blasted environs. In ancient times, the mages of desert lands knew how to summon and bind the qumdaq to guard hidden tombs and vaults, where some still patrol to this day.'