The Worm of the Dorstvlakte Conqueror
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The Worm of the Dorstvlakte

Something colossal is moving beneath the dunes of the Dorstvlakte

The Great Sandworm
The Adversary
The Great Sandworm
Colossal worm (monstrosity) · CR 12

Blind but unerring, it swallows everything that trembles in a maw as tall as a tower.

Show stat block
The Great Sandworm
Gigantisch, monstrositeit, Onwetend neutraal
Armor Class 17 (natuurlijke pantsering)
Hit Points 195 (15d20+45)
Speed 12 m, graven 12 m
STR25+7
DEX10+0
CON22+6
INT3-4
WIS12+1
CHA8-1
Saving Throws Constitutie +10, Wijsheid +5
Skills Waarneming +5
Resistances & immunities kneuzend van niet-magische wapens
Senses trilzicht 27 m, blind voorbij dit bereik, passieve Waarneming 15
Challenge 12 (8.400 XP)
Traits

Trilzicht Jager. De Grote Zandworm merkt elk wezen op dat beweegt op of onder het zand binnen 27 m, zelfs als het onzichtbaar is.

Zandduik. Als bonusactie kan de worm in het zand duiken en blijft onzichtbaar tot hij een aanval uitvoert.

Onstuitbaar. De Grote Zandworm beweegt door los terrein zoals zand en aarde zonder het als moeilijk terrein te behandelen en laat geen spoor achter.

Actions

Multiattack. De Grote Zandworm voert één Beet-aanval uit en probeert daarna te verzwelgen.

Beet. Aanvalsworp met wapen (nabij): +11, bereik 4,5 m, één doelwit. Trefkans: 22 (3d10+6) doorborende schade.

Verzwelgen. Eén Groot of kleiner wezen dat door de Beet geraakt is, moet een DC 18 Behendigheids-redding maken of worden ingeslikt; een ingeslikt wezen is verblind en verstikt, heeft totale dekking van buitenaf, en loopt aan het begin van elke beurt van de worm 21 (6d6) zuurschade op.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

The great caravan route across the Dorstvlakte lies abandoned. Whatever crosses it vanishes without a trace: carts, camels, people, dragged skin and all into the sand. The trade cities on either side are starving, and the guilds will pay gold for a solution.

Deep beneath the sand hunts the Grote Zandworm, older than the route itself, blind but tuned flawlessly to every tremor. It senses footsteps miles away and rises to swallow its prey in a single gulp. The desert nomads know the old way to kill it, but it takes nerve: you have to use yourself as bait.

You learn the tremor-tongue of the nomads, gather what is needed to lure and trap the worm, and scout its hunting ground without taking one step too many. You set a trap at an old mountain pass or a collapsed temple, somewhere the monster can be pinned, and draw it in with deliberate noise.

The twist: the Grote Zandworm is not alone, it has a nest, and the trap has to be timed perfectly for when the young one surfaces too. In the climax you stand atop the bait as the ground gives way, the maw yawns open tall as a tower, and at the last moment you must snap the trap shut, or vanish into the blind depths yourselves.

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Frequently asked questions

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This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.

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The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.

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How long does it take to play?

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.