ConquerorThe Worm of the Dorstvlakte
Something colossal is moving beneath the dunes of the Dorstvlakte

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