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The Mason

The Mason
A completely normal soldier from the outside. But, try to fight him, and you'll soon find yourself fighting with the a creature made entirely out of sand and magic
Sand Form. The Mason can move through a space as narrow as 1 inch wide without squeezing. In addition, the Mason can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature must succeed on a DC Constitution saving throw. A creature that ends its turn inside the Mason's space must also make the saving throw. On a failed save, a creature is blinded for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the blindness on a success.
Dispersal. As a bonus action, the Mason can disperse or end its dispersal. While dispersed, the Mason is Gargantuan, its space is lightly obscured, enemies have disadvantage on attack rolls against it, and it is indistinguishable from a cloud of dust, but it cannot make attacks and it automatically fails strength saves and ability checks.
Glass. If the Mason takes more than 15 fire damage at once, it partially glasses; its speed is reduced by 5ft for 1 minute.
Mud. If the Mason is hit by no less than 1kg of water or any other liquid, it partially solidifies; it has disadvantage on Strength and Constitution saving throws and ability checks for 1 minute.
Undetectable in Sandstorms. While the Mason is heavily obscured by sand or dust, it is invisible and it can't be sensed by blindsight or tremorsense.
Multiattack. The Mason makes two Sand Claw attacks
Actions
Sand Claw. . Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 12 (3d6 + 5) slashing damage. If the target does not have any allies within 5ft of it, the sand swirls around it and the attack deals 5 (2d6) bonus slashing damage.