Sandstorm Elemental

Sandstorm Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. It can enter a hostile creature's space and stop there. If a creature starts its turn in the elemental's space, it must make a DC 13 Constitution saving throw or be blinded until the start of its next turn.

Sand Glide. The elemental can burrow through nonmagical sand at its normal move speed. It can drag grappled creatures underground with it at half its move speed.

ACTIONS
Multiattack. The elemental can make two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 12 (2d8+3) bludgeoning damage.

Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 14 Strength saving throw. On a failure, a target takes 16 (3d8+2) slashing damage and is pushed to a random space 5 feet away from the elemental and knocked prone. On a success, the target takes half slashing damage and isn't pushed nor prone.

Bury (3/day). The elemental performs a Whirlwind attack even if it hasn't recharged. In addition to its normal effects, each target must make a DC 15 Dexterity save or be grappled (escape DC 14). The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. Until this grapple ends, the target is blind and restrained. If the elemental is standing on sand, it automatically sinks up to 10 feet into the sand and drags each grappled target into a space underground with it.