Earth Shield. While the abomination is standing on or around dirt, rocks, or sand, it has +2 to its AC.
Harsh Granules. Creatures that start their turn within 10 ft of the abomination must make a DC 14 Consitution saving throw. On a failed throw, creatures take 7(2d6) slashing damage and are blinded until their next turn. Successful throws cause creatures to take half damage and are not blinded.
Innate spellcasting. The desert abomination's spellcasting ability is Intelligence(spell save DC 14). The desert abomination can innately cast the following spells, requiring no material components: At will: Blur, Disguise Self, Earthbind 3/day each: Erupting Earth, Hold Person, See Invisibility, Wall of sand 1/day each:Flesh to stone, Earthquake, Hold Monster, Wall of Stone
Actions
Multiattack. The Desert Abomination makes 2 Thundering Blow attacks.
Thundering Blow. Melee Weapon Attack: +9 to hit, reach 10 ft, one target.Hit:25 (3d12+6) damage. Additionally, all hostile creatures within a 20 ft area must succeed on a DC 12 Constitution saving throw or lose all spell concentration.
Quicksand. The abomination targets a point it can see within 100 ft and causes the ground in a 20 ft radius cube to become soft and unstable. Creatures in the area must succeed on a DC 15 Dexterity saving throw or become restrained. Restrained creatures can use their action to make a DC 15 Strength check to attempt and escape.
Sand Coffin (Recharge 5-6). The Abomination targets a creature within 5 ft. That creature must succeed on a DC 17 Dexterity saving throw or have its body completely encased by sand (Blinded creatures have disadvantage on this saving throw). While encased, the abomination constricts the sand, dealing 66 (12d10) bludgeoning damage and the creature then has disadvantage on attack rolls and Strength or Dexterity checks and savbing throws until the end of their next turn.
Reactions
Innate Loyalty. If the Abomination sees an ally being targeted with a melee or ranged attack within 30 ft, it can glide to the aide of the ally and intercept the attack. If the attack would hit the ally, the damage is split evenly between the ally and the Abomination.