This new monster for Dungeons & Dragons looks like ordinary sand but quickly envelops and digests its victims. Living quicksand is a sentient ooze found in sandy and rocky areas. Its stealth and natural camouflage makes it a dangerous predator to anything it touches.
Living Quicksand
Large Ooze, Unaligned
Armor Class 8
Hit Points 71 (11d8 + 22)
Speed 25 ft., climb 15 ft.
STG | DEX | CON | INT | WIS | CHA |
15 (+2) | 6 (-2) | 16 (+3) | 2 (-4) | 6 (-2) | 1 (-5) |
Skills Stealth +6
Damage Resistances Bludgeoning, Slashing
Damage Immunities Acid
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages none
Challenge 3 (700 XP) Proficiency Bonus +2
Amorphous. The quicksand can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. While the quicksand remains motionless, it is indistinguishable from a sandy floor or sandy terrain.
Natural Camouflage. The quicksand has advantage on Dexterity (Stealth) checks made to hide in sandy or rocky terrain.
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) acid damage.
Sand Spit. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 4 (1d8) acid damage, and the target must succeed on a DC 12 Constitution saving throw or be Blinded until the start of their next turn.
Engulf. Whenever a Large or smaller creature enters the quicksand’s space or the quicksand enters a creature’s space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the quicksand. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the quicksand’s turns. When the quicksand moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the quicksand.
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