Charge: if the sand seal is in sand or water and moves at leats 20 ft straight towards a target and then makes a Ram attack, the target takes an extra 2d6 damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Ram: Melee Weapon attack: +7 to hit, reach 5 ft., one target Hit: 2d6+5 bludgeoning damage.
Pin: Melee Weapon Attack: reach 5 ft., one target. Target must make a DC 15 Dexterity saving throw or take 2d6+5 and become restrained. Target can attempt to escape the restrain at the end of their next turn with a DC 18 Strength or Dexterity saving throw.Sand seals use their large flippers, grooved hides, and a natural kind of magic to move through the sand as if swimming. They were once wild animals but some have been domesticated by the earth genasi of the Marrow Desert. They rely on their excellent hearing to find their way while submerged in the sand. Their large, distinct tusks look pretty ferocious, but they are used not for hunting but for find root vegetables, excavating tunnels, and fighting one another for breeding rights. Their favorite food is actually fruit. Today, most folk know about sand seals from their role in sandchases, a popular sport throughout Nioa.
Native range: Quicksand Seas in the Marrow Deserts of Nioa.