In place of a family name, Children of the Sands use the name of local geological features, cities or roads to define themselves. As such, unrelated creatures from the same region will all share the same family name.

Children of the Sands Traits

Your Child of the Sands has a number of features in common with all other Children of the Sands.

Ability Score Improvement. Increase an ability score of your choice by 2.

Age. Children of the Sands reach maturity in as little as 13 years and live to roughly a century.

Alignment. Children of the Sands are usually Lawful Neutral, but their alignments can vary wildly.

Size. Children of the Sands vary in both height and length, but are typically between 5 and 6 ft. long. Regardless of where you fall on this scale your size is Medium.

Speed. Your base walking speed is 30 feet.

Specialized Senses. You have blindsight to a range of 60 feet, but you are considered blind beyond this range. You also have tremorsense to a range of 10ft.

Inhuman. Your creature type is monstrosity instead of humanoid.

Predatory Burrower. You have a burrowing speed of 30 ft. Hard materials, such as stone, count as difficult terrain and artificial structures, such as foundations, floors and walls, require a skill check to break. If you are not above ground at the end of your turn, roll dice equal to your total hit dice. You loose hit points equal to one quarter of the result. If your hit points are reduced to 0 in this way, you fall unconscious for 1d4 hours. At the end of this time, if you are still buried, you die.

Natural Weapon. You have a powerful stinger as a natural weapon. You are proficient with this weapon, it has the finesse property and it deals 1d4 piercing damage plus 1d4 poison damage on a hit. It can be used both to perform melee attacks, even when out of ammunition, and ranged attacks. You naturally posses 10 ammunition and you regenerate 5 ammunition per short rest or all 10 ammunition per long rest.