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
Gargantuan monstrosity, Unaligned
Armor Class 17 (natural armor)
Hit Points 195 (15d20+45)
Speed 40 ft., burrow 40 ft.
STR25+7
DEX10+0
CON22+6
INT3-4
WIS12+1
CHA8-1
Saving Throws Con +10, Wis +5
Skills Perception +5
Resistances & immunities bludgeoning from nonmagical weapons
Senses tremorsense 90 ft., blind beyond this radius, passive Perception 15
Challenge 12 (8,400 XP)
Traits

Tremorsense Hunter. The Great Sandworm notices any creature moving on or under the sand within 90 ft., even if it is invisible.

Sand Dive. As a bonus action, the worm can dive into the sand and remains invisible until it makes an attack.

Unstoppable. The Great Sandworm moves through loose terrain such as sand and earth without treating it as difficult terrain and leaves no trail.

Actions

Multiattack. The Great Sandworm makes one Bite attack and then attempts to swallow.

Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 22 (3d10+6) piercing damage.

Swallow. One Large or smaller creature hit by the Bite must make a DC 18 Dexterity saving throw or be swallowed; a swallowed creature is blinded and restrained, has total cover against attacks from outside, and takes 21 (6d6) acid damage at the start of each of the worm's turns.

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

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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.