Desert Encounters

Choose one of these 21 desert encounters, read its opening aloud, and start playing. Each gives a concrete setup, a trigger, actions, consequences, and ways to finish or withdraw.

Each Setup includes an expandable DM hex map with a numbered key and a printable SVG download. Adjacent hex centers are 5 feet apart, with north up. Maps include DM information. Unstated dimensions and placements are illustrative; stated distances and encounter text take precedence. On outdoor maps, the dashed outer edge marks the illustrated area, not a wall. Heights and depths appear in the key.

Choose an Encounter

Suggested levels assume four adventurers with some resources remaining; they are starting points, not guaranteed difficulty ratings. Times estimate minutes of table play. Peaceful scenes can fit other levels; check the listed creature if a fight starts.

Encounter Levels Type Time Immediate problem
1. Sandstorm Ambush 2–4 Social / combat 15–25 Raiders demand water while a storm closes in.
2. Mirage Oasis 1–4 Exploration 10–20 A false oasis conceals signs of a real shaded well.
3. Giant Sand Worm Attack 12–15 Dangerous combat / evasion 20–30 A buried worm follows vibrations toward a caravan.
4. Nomad Traders Any Social / trade 10–20 A caravan will trade water for help repairing its shade frame.
5. Ancient Desert Ruins 3–5 Puzzle / combat 20–30 Two guardians block a sun-marked vault door.
6. Dust Devil Elemental 5–7 Combat / bypass 15–25 A living whirlwind circles a damaged wind vane.
7. Desert Mirage Creatures 2–4 Illusion / combat 15–20 Painted beast illusions mask one real scavenger.
8. Sphinx’s Riddle 7–10 Puzzle / social 15–25 A guardian asks for an answer, but also accepts careful work.
9. Sand Elemental Ambush 5–7 Combat / restoration 15–25 A buried guardian rises when survey stakes cross a shrine boundary.
10. Giant Scorpion Nest 4–6 Combat / retrieval 15–25 A nesting predator guards a lost medicine box.
11. Desert Spirit Mirage Any Exploration / puzzle 10–20 A silent apparition points at three wells, only one marked safe.
12. Sand Dune Collapse 2–5 Timed hazard 10–20 A sliding dune threatens to bury the only route marker.
13. Desert Mummy’s Curse 5–7 Social / dangerous combat 20–30 A disturbed tomb can be settled before its guardian strikes.
14. Tainted Desert Oasis 2–5 Investigation / hazard 15–25 An abandoned campsite warns against drinking stagnant water.
15. Sandstorm Portal 4–6 Timed hazard / combat 20–25 A wind gate releases two quarrelsome dust creatures.
16. Sand Sliding Puzzle 1–4 Puzzle 15–20 Three floor panels must show a route from well to sun.
17. Desert Djinni’s Challenge 8–11 Social / puzzle 20–30 A wind noble asks for a fair distribution of scarce supplies.
18. Ant Lion Pit 3–5 Combat / escape 15–25 A funnel of loose sand reveals a buried insect predator.
19. Desert Mirage Market Any Social / investigation 15–20 Two real merchants hide among harmless projected stalls.
20. Desert Rockslide 2–5 Hazard / rescue 10–20 Falling stones threaten a traveler on a narrow shelf.
21. Ancestral Desert Guardian 9–12 Puzzle / dangerous combat 20–30 A stone sentinel waits for a memorial’s names to be restored.

Running This Collection

Use SRD 5.1 creature statistics; expand a reference inside each scene for the actual attacks, defenses, senses, and actions. HP is per creature. A damage entry such as 4 (1d4 + 2) means use the average or roll, not both. A weapon range of 30/120 means normal/long range; attacks beyond normal range have disadvantage. Use listed ability modifiers for unlisted checks or saves. All references are freely available under CC BY 4.0.

Original procedures: scene-specific checks, timers, magical scenery, bargains, and hazard damage below are original design, not universal official rules or extra creature abilities. Use a stated check only when its approach is uncertain; a sound plan that removes the danger can succeed without rolling. Roll initiative before hostile actions, apply hiding and surprise normally, and do not treat dim light as physical cover. Melee reach and multiattack limits are in the references. Unless specified, scenes occur by daylight outdoors; dark interiors need a light source.

Desert landscape for encounter inspiration

1. Sandstorm Ambush

At a glance: levels 2–4 | Social / combat | 15–25 minutes | Creatures: 3 × Bandit.

Three cloth-wrapped figures step beside an overturned cart. Behind them, sand swallows the distant ridge.

Setup. A 60-foot road has a stone shelter west and a clear south retreat. Three bandits wait 25 feet north behind the cart, which gives half cover from the south. Sand lightly obscures the area, not physical cover.

DM hex map: Sandstorm Ambush
Sandstorm Ambush DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. They demand one daily water supply or 5 gp for passage to the shelter.

Run it. A shared waterskin and DC 12 Persuasion earns a truce; paying also works. Refusal allows the western detour in 10 minutes. If attacked they fire crossbows, then retreat north when one falls. The storm does not grant automatic surprise or extra attacks.

Resolution and reward. Their stolen route tablet marks a well 1 hour east. Peaceful guests can copy it; recovered purses total 12 gp.

Adjust. Easier: 2 bandits. Harder: 4 bandits, all revealed during the demand.

SRD reference: Bandit

Medium humanoid (any race), any non–lawful alignment

AC 12 (leather armor) | HP 11 (2d8 + 2) | Speed 30 ft. | CR 1/8 (25 XP)

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  • Senses: passive Perception 10
  • Languages: any one language (usually Common)

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels.

Full SRD 5.1 source, p. 396.

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2. Mirage Oasis

At a glance: levels 1–4 | Exploration | 10–20 minutes | Creatures: No combat creatures.

Blue water shimmers beneath distant palms. Beside the trail, fresh bird tracks lead toward bare rock instead.

Setup. A 100-foot sandy hollow has south entrance, east onward trail, and a shaded cleft 40 feet west. The mirage is original noncombat scenery; touching its apparent water reveals hot sand without damage.

DM hex map: Mirage Oasis
Mirage Oasis DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The party chooses between the visible illusion and the tracks.

Run it. Following the fresh tracks reaches a real well automatically in 10 minutes. A DC 12 Survival check spots the cleft immediately; failure does not erase the tracks. The well has a sound rope and bucket and 20 gallons of safe water. Drinking creates no magical conditions, and the mirage never becomes a surprise monster.

Resolution and reward. Refilling water and copying a scratched eastward route resolves the scene. A failed approach costs 20 minutes of walking, not an arbitrary exhaustion level.

Adjust. Easier: birds circle the well. Harder: the bucket must be recovered from a 10-foot shelf.

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3. Giant Sand Worm Attack

At a glance: levels 12–15 | Dangerous combat / evasion | 20–30 minutes | Creatures: 1 × Purple Worm.

A low ridge moves against the wind. Farther ahead, wagons stand abandoned beside a flat stone island.

Setup. A 120-foot dune field has a 30-foot-wide stone island at its center and open south retreat. One purple worm circles 60 feet north, detected by moving sand. Use the actual worm, not a reduced invented sand beast.

DM hex map: Giant Sand Worm Attack
Giant Sand Worm Attack DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It approaches creatures crossing loose sand; point out the nearby rock before initiative.

Run it. Reaching the stone island avoids the worm’s tunneling approach in this original behavior, and it abandons the hunt after 3 rounds without prey on sand. It can still surface and attack if provoked; stone does not mechanically block its burrow speed. Avoiding the island is this worm’s hunting preference. Its bite, swallow, and sting retain all printed effects; it does not gain free attacks while burrowing.

Resolution and reward. A caravan chest on the island holds 150 gp and the owners’ seal. Returning it earns another 100 gp. Retreat is a valid victory.

Adjust. Easier: worm passes north without turning unless attacked. Harder: the island is 20 feet farther away, visibly marked.

SRD reference: Purple Worm

Gargantuan monstrosity, unaligned

AC 18 (natural armor) | HP 247 (15d20 + 90) | Speed 50 ft., burrow 30 ft. | CR 15 (13,000 XP)

STR DEX CON INT WIS CHA
28 (+9) 7 (−2) 22 (+6) 1 (−5) 8 (−1) 4 (−3)
  • Saving Throws: Con +11, Wis +4
  • Senses: blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  • Languages: —

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10–foot–diameter tunnel in its wake.

Actions

Multiattack. The worm makes two attacks: one with its bite and one with its stinger.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19

Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm’s turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Full SRD 5.1 source, p. 340.

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4. Nomad Traders

At a glance: levels Any | Social / trade | 10–20 minutes | Creatures: 3 × Commoner; 2 × Camel.

Two camels kneel beneath a torn awning. A trader holds a bent pole against the wind.

Setup. A 60-foot roadside camp has open east and west approaches. Three commoner merchants speak Common; two camels carry supplies. The awning’s shade is visible 30 feet ahead.

DM hex map: Nomad Traders
Nomad Traders DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Merchant Sera offers water and a map for a sound repair.

Run it. A suitable replacement pole and 10 minutes repair it without a roll; improvising a splint requires DC 12 Survival once, with failure costing another 10 minutes. Stock: four daily rations at 5 sp each, two waterskins at 2 sp each, and one 50-foot hempen rope at 1 gp. A gallon of water costs 2 sp here, an explicit local price.

Resolution and reward. Repair earns 4 gallons of water and directions to the next sheltered camp. Theft makes the merchants depart west, without a concealed combat force.

Adjust. Shorter: accept any sturdy spare pole. Longer: a camel has wandered 100 feet east and needs gentle retrieval.

SRD reference: Commoner

Medium humanoid (any race), any alignment

AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Senses: passive Perception 10
  • Languages: any one language (usually Common)

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Full SRD 5.1 source, p. 398.

SRD reference: Camel

Large beast, unaligned

AC 9 | HP 15 (2d10 + 4) | Speed 50 ft. | CR 1/8 (25 XP)

STR DEX CON INT WIS CHA
16 (+3) 8 (−1) 14 (+2) 2 (−4) 8 (−1) 5 (−3)
  • Senses: passive Perception 9
  • Languages: —

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Full SRD 5.1 source, p. 369.

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5. Ancient Desert Ruins

At a glance: levels 3–5 | Puzzle / combat | 20–30 minutes | Creatures: 2 × Animated Armor.

Armored figures stand on opposite sides of a stone door. A shaft of sunlight falls just short of a bronze disk.

Setup. A 50-by-30-foot roofed hall has a 15-foot ceiling, south entrance, and north door. Two animated armors stand 30 feet north. A movable mirror and bronze disk sit 10 feet apart.

DM hex map: Ancient Desert Ruins
Ancient Desert Ruins DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Crossing a line 10 feet from the north door activates the armors unless the disk is illuminated.

Run it. Angling the visible mirror to reflect sunlight onto the disk takes one action without a check and deactivates the guardians while the light remains. Moving behind them then opens the door with an action. In combat use their two Slam attacks and actual immunities, not extra laser beams. Retreat south stops pursuit.

Resolution and reward. The vault holds 60 gp and a stone route chart identifying an eastern canyon crossing.

Adjust. Easier: mirror is already aligned. Harder: sand must first be brushed from the disk with an action.

SRD reference: Animated Armor

Medium construct, unaligned

AC 18 (natural armor) | HP 33 (6d8 + 6) | Speed 25 ft. | CR 1 (200 XP)

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5)
  • Damage Immunities: poison, psychic
  • Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 6
  • Languages: —

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Full SRD 5.1 source, p. 263.

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6. Dust Devil Elemental

At a glance: levels 5–7 | Combat / bypass | 15–25 minutes | Creatures: 1 × Air Elemental.

A column of sand circles a bent copper vane. Its path never crosses the line of dark stones.

Setup. A 100-foot clearing has south entrance and an eastward stone boundary. One air elemental circles 40 feet north, with a 20-foot gap outside its path. Sand appearance changes no attacks or creature type.

DM hex map: Dust Devil Elemental
Dust Devil Elemental DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Entering the circle or moving the vane draws its attention.

Run it. Following the stone boundary bypasses it without a roll. Straightening the vane takes an action and DC 13 Strength, or a rope pulled from outside the circle for two actions; the original binding then releases it harmlessly. If attacked it uses Slam and Whirlwind exactly as printed and does not pursue beyond the boundary.

Resolution and reward. The released vane’s base holds 40 gp in maintenance offerings. Leaving it bent preserves the blocked shortcut.

Adjust. Easier: vane can be reached from the boundary. Harder: it lies 10 feet inside the circling path.

SRD reference: Air Elemental

Large elemental, neutral

AC 15 | HP 90 (12d10 + 24) | Speed 0 ft., fly 90 ft. (hover) | CR 5 (1,800 XP)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2)
  • Damage Resistances: lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: poison
  • Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses: darkvision 60 ft., passive Perception 10
  • Languages: Auran

Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Full SRD 5.1 source, p. 305.

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7. Desert Mirage Creatures

At a glance: levels 2–4 | Illusion / combat | 15–20 minutes | Creatures: 1 × Giant Hyena.

Three enormous beasts shimmer above the dunes. Only one leaves tracks beside a torn provision bag.

Setup. A 70-foot hollow has clear south and east exits. One giant hyena stands 30 feet north among two silent noncombat mirage projections, original scenery from a broken roadside lens.

DM hex map: Desert Mirage Creatures
Desert Mirage Creatures DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The real hyena growls when anyone approaches the bag; projections cannot attack or block movement.

Run it. A character comparing tracks identifies the living creature automatically. Moving the lens’s cloth cover into place takes one action and ends the projections. The hyena accepts a ration placed away from the bag and withdraws after eating, or fights with its actual Bite and Rampage. It flees at half HP.

Resolution and reward. The bag holds 15 gp and a sealed letter identifying a missing trader’s last camp. Breaking the lens yields no magic item.

Adjust. Easier: lens is already half covered. Harder: the real creature starts beside the lens.

SRD reference: Giant Hyena

Large beast, unaligned

AC 12 | HP 45 (6d10 + 12) | Speed 50 ft. | CR 1 (200 XP)

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 2 (−4) 12 (+1) 7 (−2)
  • Skills: Perception +3
  • Senses: passive Perception 13
  • Languages: —

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Full SRD 5.1 source, p. 376.

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Desert terrain and atmosphere for the following encounters

8. Sphinx’s Riddle

At a glance: levels 7–10 | Puzzle / social | 15–25 minutes | Creatures: 1 × Gynosphinx.

A winged guardian watches a shaded arch. “What grows shorter as it gives light?”

Setup. A 60-foot courtyard has a south exit and a north arch. One gynosphinx rests 40 feet north. Beside the arch stands an unlit candle and a damaged sundial.

DM hex map: Sphinx's Riddle
Sphinx's Riddle DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It offers safe passage for answering the riddle or repairing the sundial.

Run it. The answer is a candle. Any equivalent explanation succeeds without a check. Repairing the sundial takes 20 minutes using the intact marked pieces, with no hidden combat. Failure to answer simply invites that alternative. The sphinx does not cast spells, age characters, or change planes as a penalty for a wrong guess in this scene.

Resolution and reward. Completion grants passage and a 50 gp turquoise. Refusal permits retreat or a 1-hour walk around the courtyard.

Adjust. Easier: point to the candle. Longer: ask players to explain how they aligned the sundial.

SRD reference: Gynosphinx

Large monstrosity, lawful neutral

AC 17 (natural armor) | HP 136 (16d10 + 48) | Speed 40 ft., fly 60 ft. | CR 11 (7,200 XP)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4)
  • Skills: Arcana +12, History +12, Perception +8, Religion +8
  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: psychic
  • Condition Immunities: charmed, frightened
  • Senses: truesight 120 ft., passive Perception 18
  • Languages: Common, Sphinx

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.

Magic Weapons. The sphinx’s weapon attacks are magical.

Spellcasting. The sphinx is a 9th–level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, prestidigitation 1st level (4 slots): detect magic, identify, shield 2nd level (3 slots): darkness, locate object, suggestion 3rd level (3 slots): dispel magic, remove curse, tongues 4th level (3 slots): banishment, greater invisibility 5th level (1 slot): legend lore

Actions

Multiattack. The sphinx makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions

The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn.

Claw Attack. The sphinx makes one claw attack.

Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Full SRD 5.1 source, p. 348.

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9. Sand Elemental Ambush

At a glance: levels 5–7 | Combat / restoration | 15–25 minutes | Creatures: 1 × Earth Elemental.

Sand pours from a stone shoulder. A line of fresh wooden stakes cuts across half-buried offerings.

Setup. An 80-foot shrine yard has south and east exits. One earth elemental rises 30 feet ahead beside three survey stakes. It is the unchanged SRD creature, not a new sand stat block.

DM hex map: Sand Elemental Ambush
Sand Elemental Ambush DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Pulling an offering or walking past the stakes triggers a warning Slam into empty ground, described before initiative and dealing no damage.

Run it. Removing the three stakes takes one adjacent action each and ends its hostility. Otherwise it attacks intruders inside the shrine and stops pursuing when they retreat beyond the southern stones. A character can explain the boundary to the absent surveyors later; no language roll is needed to understand the visible damage.

Resolution and reward. Restoration reveals an offering plaque with directions to a public well. The loose valuables total 30 gp, but taking them reactivates the guardian.

Adjust. Easier: only one stake remains. Harder: the stakes stand 15 feet apart.

SRD reference: Earth Elemental

Large elemental, neutral

AC 17 (natural armor) | HP 126 (12d10 + 60) | Speed 30 ft., burrow 30 ft. | CR 5 (1,800 XP)

STR DEX CON INT WIS CHA
20 (+5) 8 (−1) 20 (+5) 5 (−3) 10 (+0) 5 (−3)
  • Damage Vulnerabilities: thunder
  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: poison
  • Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages: Terran

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Full SRD 5.1 source, p. 306.

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10. Giant Scorpion Nest

At a glance: levels 4–6 | Combat / retrieval | 15–25 minutes | Creatures: 1 × Giant Scorpion.

An iron-bound case lies between two curved roots. A huge claw closes around the shade beside it.

Setup. A 50-foot oasis fringe has an open southern trail. One giant scorpion rests 25 feet north under roots; a dry eastern path skirts its 10-foot immediate territory. The case contains mundane bandages, not an antidote spell.

DM hex map: Giant Scorpion Nest
Giant Scorpion Nest DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It raises both claws when someone approaches within 15 feet and attacks at 5 feet.

Run it. A carcass tossed east draws it away for 1 minute; a ration is too small. If fighting, track each claw’s grapple separately and use the Sting’s actual poison save. It retreats under the roots at 15 HP and lets the party leave south. It does not gain a burrowing speed.

Resolution and reward. Returning the case to a caravan earns 35 gp; its 10 gp of supplies can instead be kept. The detour remains open.

Adjust. Easier: case is outside its reach. Harder: a second case requires another retrieval before the distraction ends.

SRD reference: Giant Scorpion

Large beast, unaligned

AC 15 (natural armor) | HP 52 (7d10 + 14) | Speed 40 ft. | CR 3 (700 XP)

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 1 (−5) 9 (−1) 3 (−4)
  • Senses: blindsight 60 ft., passive Perception 9
  • Languages: —

Actions

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Full SRD 5.1 source, p. 378.

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11. Desert Spirit Mirage

At a glance: levels Any | Exploration / puzzle | 10–20 minutes | Creatures: No combat creatures.

A translucent traveler holds an empty bowl. Its reflection points toward a blue-marked stone.

Setup. A 60-foot hollow has three stone wellheads 20 feet apart and open south retreat. The apparition is an original harmless projection, not a ghost with invented powers.

DM hex map: Desert Spirit Mirage
Desert Spirit Mirage DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Offering water into its bowl reveals a simple inscription: “Drink where birds leave feathers.”

Run it. Blue-marked stones and visible feathers identify the western well. Investigating it finds safe water without a check. The other two wells are dry, not cursed. Refusal leaves the physical clues available. Touching or attacking the apparition merely disperses it for 1 minute; no possession or psychic damage occurs.

Resolution and reward. The safe well holds 10 gallons and a tin box with a 10 gp agate. Taking all water leaves none for following travelers, a visible social choice.

Adjust. Easier: birds sit on the safe well. Longer: a damaged bucket requires a rope repair first.

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12. Sand Dune Collapse

At a glance: levels 2–5 | Timed hazard | 10–20 minutes | Creatures: No combat creatures.

The dune’s crest cracks beneath an old signpost. Sand begins pouring toward a shallow stone bowl.

Setup. A 60-foot slope leads east to a flat rock shelf. The party starts west, 30 feet from safety; a route marker stands 20 feet north. The original hazard affects the sandy slope, not the rock.

DM hex map: Sand Dune Collapse
Sand Dune Collapse DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The first crossing starts initiative and a three-round slide.

Run it. On count 0 rounds 1 and 2, slope occupants make DC 12 Dexterity saves or slide 10 feet downhill and fall prone, without damage. On count 0 round 3, the marker is buried and the slide stops. Securing it to a rock anchor takes one action with rope; pulling it free afterward takes another. Lost markers can be dug out in 1 hour.

Resolution and reward. Saving the marker preserves directions to a spring 2 hours east. Failure costs time, not automatic suffocation.

Adjust. Easier: marker starts beside the shelf. Harder: recover a dropped supply sack 10 feet farther downhill too.

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13. Desert Mummy’s Curse

At a glance: levels 5–7 | Social / dangerous combat | 20–30 minutes | Creatures: 1 × Mummy.

A wrapped figure rises behind an opened bier. A gold seal rolls from a looter’s abandoned glove.

Setup. A dim 40-by-30-foot tomb has a 10-foot ceiling, south stairs, and a north bier. One mummy stands 25 feet ahead; its missing seal lies near the entrance.

DM hex map: Desert Mummy's Curse
Desert Mummy's Curse DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It advances only if the seal is removed from the chamber or the bier is damaged.

Run it. Returning the seal and closing the bier takes two adjacent actions and ends the disturbance, an original peaceful resolution. If attacked it uses its actual Dreadful Glare and Rotting Fist. Mummy rot has its printed healing restriction and remedy; merely entering the tomb does not curse everyone. Retreat up the south stairs stops pursuit in this scene.

Resolution and reward. A separate caretaker’s chest holds 60 gp and the location of a burial register. Restoring the seal earns permission to take that chest.

Adjust. Easier: the seal has not left the threshold. Harder: the bier’s lid requires two helpers to slide shut.

SRD reference: Mummy

Medium undead, lawful evil

AC 11 (natural armor) | HP 58 (9d8 + 18) | Speed 20 ft. | CR 3 (700 XP)

STR DEX CON INT WIS CHA
16 (+3) 8 (−1) 15 (+2) 6 (−2) 10 (+0) 12 (+1)
  • Saving Throws: Wis +2
  • Damage Vulnerabilities: fire
  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: necrotic, poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: darkvision 60 ft., passive Perception 10
  • Languages: the languages it knew in life

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Full SRD 5.1 source, p. 333.

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14. Tainted Desert Oasis

At a glance: levels 2–5 | Investigation / hazard | 15–25 minutes | Creatures: 2 × Zombie.

Two motionless figures stand in a green pool. A chalk warning on a jar reads: “Use the covered cistern.”

Setup. A 70-foot oasis has a safe southern shore and a covered cistern west. Two zombies wade 30 feet north. The stagnant water is an original mild hazard; it does not transform drinkers into undead.

DM hex map: Tainted Desert Oasis
Tainted Desert Oasis DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The zombies approach anyone splashing within 20 feet; cistern users can remain out of reach.

Run it. Drinking pool water requires one DC 12 Constitution save; failure causes 1d6 poison damage and stomach pain for 1 hour, without an added condition. Boiling alone is not declared a magical cure; the clean cistern bypasses the risk. Zombies fight with their printed Slam and Undead Fortitude, stopping at the shore.

Resolution and reward. The cistern supplies 15 gallons of safe water. A campsite ledger identifies where the dead travelers were heading.

Adjust. Easier: zombies remain visibly tangled in reeds. Harder: opening the cistern needs an action to remove a heavy lid.

SRD reference: Zombie

Medium undead, neutral evil

AC 8 | HP 22 (3d8 + 9) | Speed 20 ft. | CR 1/4 (50 XP)

STR DEX CON INT WIS CHA
13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
  • Saving Throws: Wis +0
  • Damage Immunities: poison
  • Condition Immunities: poisoned
  • Senses: darkvision 60 ft., passive Perception 8
  • Languages: understands the languages it knew in life but can’t speak

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Full SRD 5.1 source, p. 356.

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Desert terrain and atmosphere for the following encounters

15. Sandstorm Portal

At a glance: levels 4–6 | Timed hazard / combat | 20–25 minutes | Creatures: 2 × Dust Mephit.

Sand pours sideways through a bronze arch. Two winged figures argue over the chain hanging from its top.

Setup. A 50-foot ruin yard has an open south exit. Two dust mephits emerge beside an arch 30 feet north. Three lock pins sit within ground-level reach around the frame.

DM hex map: Sandstorm Portal
Sandstorm Portal DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Their arrival starts initiative; no further reinforcements appear.

Run it. A character beside a pin can use an action and DC 12 Arcana or thieves’ tools to secure it, or spend two actions wedging it with a stone. Three pins close the original gate. The mephits accept a polished trinket to stop interfering; attacks use only their actual traits. Closing the gate neither kills nor banishes those already outside.

Resolution and reward. The shut frame exposes 35 gp of removable brass fittings. Leaving south abandons the shortcut but not the expedition.

Adjust. Easier: one pin holds. Harder: the final pin lies behind the mephits, clearly visible.

SRD reference: Dust Mephit

Small elemental, neutral evil

AC 12 | HP 17 (5d6) | Speed 30 ft., fly 30 ft. | CR 1/2 (100 XP)

STR DEX CON INT WIS CHA
5 (−3) 14 (+2) 10 (+0) 9 (−1) 11 (+0) 10 (+0)
  • Skills: Perception +2, Stealth +4
  • Damage Vulnerabilities: fire
  • Damage Immunities: poison
  • Condition Immunities: poisoned
  • Senses: darkvision 60 ft., passive Perception 12
  • Languages: Auran, Terran

Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

Blinding Breath (Recharge 6). The mephit exhales a 15–foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Full SRD 5.1 source, p. 330.

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16. Sand Sliding Puzzle

At a glance: levels 1–4 | Puzzle | 15–20 minutes | Creatures: No combat creatures.

Stone tiles scrape beneath a thin layer of sand. A carved traveler faces a dry well on one edge and a sun on the other.

Setup. A 30-foot-square roofed chamber has a 10-foot ceiling, open south door, and locked north gate. Three sliding panels sit in a row at its center; each turns to show a straight path or blank stone. This is an original puzzle.

DM hex map: Sand Sliding Puzzle
Sand Sliding Puzzle DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The gate inscription says: “Let the traveler reach the sunrise without leaving the road.”

Run it. An action rotates one panel. Align all three straight paths east–west to connect the west well symbol to the east sun; the gate opens. Wrong configurations do nothing and cause no trap. Brushing sand away for 1 minute reveals an etched example on the border. The gate can also be bypassed through a visible side crawlway in 20 minutes.

Resolution and reward. Beyond the gate lies 20 gp and a usable map of the next canyon. No treasure disappears for taking the crawlway.

Adjust. Easier: one panel is aligned. Harder: the border example is under a movable jar.

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17. Desert Djinni’s Challenge

At a glance: levels 8–11 | Social / puzzle | 20–30 minutes | Creatures: 1 × Djinni.

A tall figure lifts three water jars with a breeze. “Two camps and one caravan. Show me what fairness means.”

Setup. An 80-foot courtyard has open south retreat and eastward passage. One djinni waits beneath a canopy 40 feet ahead. Three sealed jars each contain 2 gallons; their gentle suspension is original stage scenery, not a new combat action.

DM hex map: Desert Djinni's Challenge
Desert Djinni's Challenge DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It offers passage and payment for a workable plan distributing the water.

Run it. Any explained plan that acknowledges all three groups succeeds; there is no secret moral answer. Characters can ask how many people each group contains, and the djinni answers honestly: four, four, and eight. Equal shares per person or an explicit negotiated alternative earns approval. It grants no wishes and attacks only if attacked.

Resolution and reward. The party receives 75 gp and one additional 2-gallon jar. Declining permits a 30-minute detour around the courtyard.

Adjust. Easier: provide the group sizes immediately. Longer: let players negotiate with projected representatives, who have no combat statistics.

SRD reference: Djinni

Large elemental, chaotic good

AC 17 (natural armor) | HP 161 (14d10 + 84) | Speed 30 ft., fly 90 ft. | CR 11 (7,200 XP)

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 20 (+5)
  • Saving Throws: Dex +6, Wis +7, Cha +9
  • Damage Immunities: lightning, thunder
  • Senses: darkvision 120 ft., passive Perception 13
  • Languages: Auran

Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting. The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

Actions

Multiattack. The djinni makes three scimitar attacks.

Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice).

Create Whirlwind. A 5–foot–radius, 30–foot–tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Full SRD 5.1 source, p. 310.

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18. Ant Lion Pit

At a glance: levels 3–5 | Combat / escape | 15–25 minutes | Creatures: 1 × Ankheg.

A pack animal’s broken harness rests in a shallow sand funnel. Something clicks beneath the center.

Setup. A 40-foot-wide pit is 10 feet deep, with a stable south rim and a clear east bypass. One ankheg waits at the bottom, replacing the invented giant ant lion. Its actual acid and grapple rules remain unchanged.

DM hex map: Ant Lion Pit
Ant Lion Pit DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Entering the sloped sand starts initiative; moving onto the edge does not automatically drag the party in.

Run it. Loose slopes are difficult terrain. A rope anchored on the rim permits climbing out without a check; otherwise the moving sand requires DC 12 Athletics once per climb, with failure leaving the climber in place. The ankheg attacks prey in reach, retreating underground at half HP. It cannot swallow targets or pull the entire party with an invented vortex.

Resolution and reward. A visible purse beside the harness contains 25 gp. Bypassing leaves that optional recovery behind.

Adjust. Easier: rope already hangs from the rim. Harder: the purse lies 10 feet beyond the creature.

SRD reference: Ankheg

Large monstrosity, unaligned

AC 14 (natural armor), 11 while prone | HP 39 (6d10 + 6) | Speed 30 ft., burrow 10 ft. | CR 2 (450 XP)

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 13 (+1) 1 (−5) 13 (+1) 6 (−2)
  • Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 11
  • Languages: —

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Full SRD 5.1 source, p. 264.

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19. Desert Mirage Market

At a glance: levels Any | Social / investigation | 15–20 minutes | Creatures: 2 × Commoner.

A row of bright awnings flickers in the heat. Only two cast shadows, and both traders wave from beneath them.

Setup. A 60-foot hollow has west entrance and east exit. Two commoner merchants shelter under real awnings 30 feet ahead; the other stalls are original harmless lens projections, with no copied illusion spell or creature abilities.

DM hex map: Desert Mirage Market
Desert Mirage Market DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The sellers offer shade and explain the projections if asked.

Run it. Checking shadows identifies the real stalls automatically. Stock: six rations at 5 sp each, one tent at 2 gp, and a map at 4 gp. Paying works without a check; a DC 12 Persuasion check includes the map with the tent for 4 gp total. Failure leaves ordinary prices. Goods bought from the real sellers stay real.

Resolution and reward. The map marks a shaded route to the next settlement and a 30-minute unsafe-road bypass. Theft closes the market without summoning hidden guardians.

Adjust. Shorter: the projections switch off on arrival. Longer: a trader needs the lens covered before wind blows sand into it.

SRD reference: Commoner

Medium humanoid (any race), any alignment

AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Senses: passive Perception 10
  • Languages: any one language (usually Common)

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Full SRD 5.1 source, p. 398.

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20. Desert Rockslide

At a glance: levels 2–5 | Hazard / rescue | 10–20 minutes | Creatures: 1 × Commoner.

A pebble strikes your boot. Ahead, a traveler presses against the wall beneath a slowly opening crack.

Setup. A 60-foot canyon path is 10 feet wide, with a safe alcove 20 feet east. A commoner waits 30 feet ahead. The canyon floor is level beyond the path, so no unannounced fatal drop applies.

DM hex map: Desert Rockslide
Desert Rockslide DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The crack starts a two-round original rockfall countdown when approached.

Run it. Roll initiative. On count 0 round 2, anyone in the marked central 20 feet makes DC 12 Dexterity save, taking 2d6 bludgeoning on failure, half on success. Leading the traveler into the alcove takes an adjacent action and their movement on the next turn. A held shield or rigid cover provides advantage on this scene’s save as an explicit original ruling.

Resolution and reward. Rescue earns 10 gp and directions to an intact bridge ahead. After the fall, clearing a walkable path takes 20 minutes.

Adjust. Easier: rockfall occurs round 3. Harder: the alcove entrance needs one action to clear.

SRD reference: Commoner

Medium humanoid (any race), any alignment

AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  • Senses: passive Perception 10
  • Languages: any one language (usually Common)

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Full SRD 5.1 source, p. 398.

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21. Ancestral Desert Guardian

At a glance: levels 9–12 | Puzzle / dangerous combat | 20–30 minutes | Creatures: 1 × Stone Golem.

A carved giant holds one palm above an empty inscription. Three name-stones lie face down in the sand.

Setup. A 60-foot shrine courtyard has open south retreat and a north gate. One stone golem stands 40 feet north. Three stones lie 15 feet from the entrance, each matching an outlined recess.

DM hex map: Ancestral Desert Guardian
Ancestral Desert Guardian DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Crossing the northern inscription without seating the stones animates the guardian.

Run it. Reading and matching the visible names takes 1 minute; seating each stone takes an action. The complete inscription deactivates the guardian and opens the gate, an original control condition. If fighting, apply its actual Magic Resistance, immutable form, and Slow timing; no generic sand powers are added. It stops at the shrine boundary.

Resolution and reward. The shrine register reveals a public route to a buried well, and a separate offering chest contains 100 gp available after the memorial is repaired.

Adjust. Easier: stones already stand beside their matching slots. Harder: one is lodged under a beam needing DC 13 Athletics or a lever.

SRD reference: Stone Golem

Large construct, unaligned

AC 17 (natural armor) | HP 178 (17d10 + 85) | Speed 30 ft. | CR 10 (5,900 XP)

STR DEX CON INT WIS CHA
22 (+6) 9 (−1) 20 (+5) 3 (−4) 11 (+0) 1 (−5)
  • Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses: darkvision 120 ft., passive Perception 10
  • Languages: understands the languages of its creator but can’t speak

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both.

These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Full SRD 5.1 source, p. 317.

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Rules sources

Creature references use the 2014-compatible SRD 5.1. See Credits & Licensing for source, license, and adaptation details.

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