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LordErebus12
2013-06-01, 03:47 AM
http://www.sandworm.com/sandworm.jpg

Sandworm

{TABLE]Size/Type:|Gargantuan Magical Beast
Hit Dice:|16d10+112 (192 hp)
Initiative:|-2
Speed:|10 ft (2 squares), burrow 60 ft
Armor Class:|19 (-4 size,-2 dex, +15 Natural Armor), touch 4, flat-footed 19
Base Attack/Grapple:|+16/+40
Attack:|Bite +24 melee (2d8+18)
Full Attack:|Bite +24 melee (2d8+18)
Space/Reach:|20ft/15ft
Special Attacks:|Crush (2d10+6), improved grab, swallow whole
Special Qualities:|Energy Resistance 20, Spice creation, tremorsense, vulnerability to electricity, vulnerability to water
Saves:|Fort +17, Ref +8, Will +4
Abilities:| Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills:|Climb +16, Search +4, Survival +5
Feats:|Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Power Attack, Snatch
Environment:|Desert
Organization:|Solitary
Challenge Rating:|---
Treasure:|None
Alignment:|Always Neutral
Advancement:|17-25 HD (Gargantuan); 25-34 HD (Colossal); 35+ HD (Colossal+)
Level Adjustment:|No No No (http://cdn.uproxx.com/wp-content/uploads/2012/12/grumpy-cat-22.jpg)
[/TABLE]

Combat

Sandworms attack with their tremendous bite. If this should fail, they can attack by rolling onto their opponents, crushing them.

Crush (Ex): A sandworm can attempt to crush its opponents by rolling on top of them. Opponents may make a Reflex save (DC 30) to jump out of the way. Anyone who fails the save is crushed and automatically takes 2d10+6 points of crushing damage.

Improved Grab (Ex): To use this ability, a sandworm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Spice Creation (Ex): A sandworm produces 1 pound per HD of melange per week. It leaves spice in its wake wherever it travels. Patches of melange occasionally work their way to the surface where they are easily harvested.

Swallow Whole (Ex): A sandworm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 5d8+32 points of crushing damage plus 8 points of fire damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17).

Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Tremorsense (Ex): Sandworms automatically sense the location of anything that is in contact with the ground and within 3,280 feet (1 kilometer), so long as it is touching and moving on the ground.

Although it senses many things at once, generally only rhythmic vibrations, such as from walking or running machinery, typically attract it. The larger something is, the more likely it will draw in a sandworm.

However, it will be effectively blind if a creature is stationary, or succeeds on a hide check (DC 25) to move in a staggered, broken and random method of movement.

Vulnerability to Electricity (Ex): While initially resistant to electricity, should the damage be severe enough to overcome the sandworm's resistance, the damage it deals is increased by +50%, even on a successful save.

Vulnerability to Water (Ex): Even small amounts of water are lethal to sandworms. A sandworm that comes in contact with water must succeed on a Fortitude Save (DC 30) to even survive the encounter. If it succeeds on its save, the sandworm takes 10d10 points of damage. If it takes 50 or more points of damage, it must make a 2nd Fortitude save (DC 30) or die from massive damage. A sandworm that is killed by water releases one dose of water of life.

The water of life is a poison until it can be properly refined and purified. Once purified, it becomes a potent mind altering drug.



Stunted Sandworm

Taken from the desert while very young, these stunted sandworms are much smaller than normal. They were repeatedly introduced to the tiniest portions of water while young, bringing their grown to a halt.

{TABLE]Size/Type:|Large Magical Beast
Hit Dice:|8d10+40 (80 hp)
Initiative:|-1
Speed:|5 ft (1 square), burrow 30 ft
Armor Class:|18 (-1 size,-1 dex, +10 Natural Armor), touch 8, flat-footed 18
Base Attack/Grapple:|+8/+20
Attack:|Bite +15 melee (1d8+12)
Full Attack:|Bite +15 melee (1d8+12)
Space/Reach:|10ft/5ft
Special Attacks:|improved grab, swallow whole
Special Qualities:|Electricity resistance 10, Spice creation, tremorsense, vulnerability to electricity, vulnerability to water
Saves:|Fort +11, Ref +5, Will +1
Abilities:| Str 26, Dex 8, Con 20, Int 1, Wis 8, Cha 8
Skills:|Climb +9, Search -1, Survival +5
Feats:|Cleave, Improved Bull Rush, Power Attack
Environment:|Desert or Underground
Organization:|Solitary
Challenge Rating:|---
Treasure:|None
Alignment:|Always Neutral
Advancement:|9+ HD (Large)
Level Adjustment:|No No No (http://cdn.uproxx.com/wp-content/uploads/2012/12/grumpy-cat-22.jpg)
[/TABLE]


Stunted Sandworms are more docile, generally shying from contact with other creatures. Should they become angered or cornered, they attack with their powerful bite.

Improved Grab (Ex): To use this ability, a sandworm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Spice Creation (Ex): A sandworm produces 1 pound per HD of melange per week. It leaves spice in its wake wherever it travels. Patches of melange occasionally work their way to the surface where they are easily harvested.

Swallow Whole (Ex): A sandworm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d8+8 points of crushing damage plus 8 points of fire damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15).

Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive , or 512 Fine opponents.

Tremorsense (Ex): Sandworms automatically sense the location of anything that is in contact with the ground and within 3,280 feet (1 kilometer), so long as it is touching and moving on the ground.

Although it senses many things at once, generally only rhythmic vibrations, such as from walking or running machinery, typically attract it. The larger something is, the more likely it will draw in a sandworm.

However, it will be effectively blind if a creature is stationary, or succeeds on a hide check (DC 25) to move in a staggered, broken and random method of movement.

Vulnerability to Electricity (Ex): While initially resistant to electricity, should the damage be severe enough to overcome the sandworm's resistance, the damage it deals is increased by +50%, even on a successful save.

Vulnerability to Water (Ex): Even small amounts of water are lethal to sandworms. A sandworm that comes in contact with water must succeed on a Fortitude Save (DC 30) to even survive the encounter. If it succeeds on its save, the sandworm takes 10d10 points of damage. If it takes 50 or more points of damage, it must make a 2nd Fortitude save (DC 30) or die from massive damage. A sandworm that is killed by water releases one dose of water of life.

The water of life is a poison until it can be properly refined and purified. Once purified, it becomes a potent mind altering drug.



Shai Hulud

{TABLE]Size/Type:|Colossal+ Magical Beast
Hit Dice:|35d10+525 (595 hp)
Initiative:|-3
Speed:|20 ft (4 squares), burrow 90 ft
Armor Class:|24 (-16 size, -3 dex, +33 Natural Armor), touch -9 (wow), flat-footed 24
Base Attack/Grapple:|+35/+80
Attack:|Bite +44 melee (4d8+37)
Full Attack:|Bite +44 melee (4d8+37)
Space/Reach:|50ft/30ft
Special Attacks:|Crush (4d10+12), improved grab, swallow whole
Special Qualities:|Electricity resistance 30, Spice creation, tremorsense, vulnerability to electricity, vulnerability to water
Saves:|Fort +33, Ref +16, Will +10
Abilities:| Str 60, Dex 4, Con 35, Int 1, Wis 8, Cha 8
Skills:|Climb +33, Search +10, Survival +14
Feats:|Armor Skin (Epic; x3), Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack, Improved Overrun, Improved Power Attack, Power Attack, Snatch
Environment:|Desert
Organization:|Solitary
Challenge Rating:|---
Treasure:|None
Alignment:|Always Neutral
Advancement:|Colossal+ 35 or higher
Level Adjustment:|No No No (http://cdn.uproxx.com/wp-content/uploads/2012/12/grumpy-cat-22.jpg)
[/TABLE]

Combat

Sandworms attack with their tremendous bite. If this should fail, they can attack by rolling onto their opponents, crushing them.

Crush (Ex): A sandworm can attempt to crush its opponents by rolling on top of them. Opponents may make a Reflex save (DC 35) to jump out of the way. Anyone who fails the save is crushed and automatically takes 4d10+12 points of crushing damage.

Improved Grab (Ex): To use this ability, a sandworm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Improved Spice Creation (Ex): A sandworm produces 1 pound per HD of melange per week. It leaves spice in its wake wherever it travels. Patches of melange occasionally work their way to the surface where they are easily harvested.

Swallow Whole (Ex): A sandworm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 7d8+25 points of crushing damage plus 16 points of fire damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a slashing or piercing weapon to deal 5 points of damage to the gizzard (AC 26).

Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Colossal worm’s interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.

Tremorsense (Ex): Sandworms automatically sense the location of anything that is in contact with the ground and within 3,280 feet (1 kilometer), so long as it is touching and moving on the ground.

Although it senses many things at once, generally only rhythmic vibrations, such as from walking or running machinery, typically attract it. The larger something is, the more likely it will draw in a sandworm.

However, it will be effectively blind if a creature is stationary, or succeeds on a hide check (DC 25) to move in a staggered, broken and random method of movement.

Vulnerability to Electricity (Ex): While initially resistant to electricity, should the damage be severe enough to overcome the sandworm's resistance, the damage it deals is increased by +50%, even on a successful save.

Vulnerability to Water (Ex): Even small amounts of water are lethal to sandworms. A sandworm that comes in contact with water must succeed on a Fortitude Save (DC 30) to even survive the encounter. If it succeeds on its save, the sandworm takes 10d10 points of damage. If it takes 50 or more points of damage, it must make a 2nd Fortitude save (DC 30) or die from massive damage. A sandworm that is killed by water releases one dose of water of life.

The water of life is a poison until it can be properly refined and purified. Once purified, it becomes a potent mind altering drug.

Hanuman
2013-06-01, 04:01 AM
Is there any sandworms stats out there in homebrew? id like to feature them in a portion of my world. while they wont be outright the same, they will reference Frank Hubert's creature. Sadly, the kreen will not be riding them too soon. :smallcool:

There's worms in dnd, you just want a colossal one.

http://www.dandwiki.com/wiki/Rock_Worm_(3.5e_Creature)

Try this and mod it a bit.

Fizban
2013-06-01, 08:09 AM
For those who don't know, dandwiki is full of untested homebrew from who knows on the internet. While I'm sure there's plenty of decent stuff stored on there and they do have the SRD, it's not an official source any more than wikipedia is. In this case fixing the provided link indeed leads to a homebrew creature. It looks useable enough, though one of it's abilities is completely useless (yay, full round action to maybe knock people down and nothing else, whoo). Comparing to a purple worm it's smaller and has less hp but compensates with DR, while focusing on a single bite/charge rather than bite/sting/poison, and with earthquake as a possible insta-win instead of swallow whole, overall a bit weaker and probably good at the given CR11. It's also only huge size, which is not what most people think of when they think Dune sandworms.

If you wanted something official, you can either advance a Purple Worm from gargantuan to colossal size and possibly max hit dice for emphasis, or try the Dunewinder from Sandstorm which while admittedly only huge size does include a heat breath weapon (if you recall I'm pretty sure Dune's sandworms exhaled like a furnace, seems obvious sandstorm was drawing from that). Of course even colossal size isn't really big enough, but I don't like to bother with colossal+X cause at that point it's really building or environmental feature.

Glimbur
2013-06-01, 08:50 AM
What stats does a Sandworm need? The PC's cannot fight it, so it mostly needs typical habits and a land speed. And something about the Spice.

Hanuman
2013-06-01, 09:41 AM
What stats does a Sandworm need? The PC's cannot fight it, so it mostly needs typical habits and a land speed. And something about the Spice.

Needs colossal size, huge NA and huge tremorsense.

LordErebus12
2013-06-01, 10:06 PM
What stats does a Sandworm need? The PC's cannot fight it, so it mostly needs typical habits and a land speed. And something about the Spice.

i really dont wanna have any mention of spice in the reference. It must NOT flow... PC's can still fight it, although it would be a terrifying high CR fight.

Tanuki Tales
2013-06-01, 10:08 PM
it's not an official source any more than wikipedia is.

That's a pretty hefty insult seeing as Wikipedia was proven to be just as accurate as the Encyclopedia Britannica and could be argued as the better resource. :smallconfused:

LordErebus12
2013-06-01, 10:16 PM
That's a pretty hefty insult seeing as Wikipedia was proven to be just as accurate as the Encyclopedia Britannica and could be argued as the better resource. :smallconfused:

pretty sure 98% of wikipedia is accurate, but that is besides the point. (although i tire of people ragging on it for claimed inaccuracies)

Grimsage Matt
2013-06-01, 10:22 PM
For those who don't know, dandwiki is full of untested homebrew from who knows on the internet. While I'm sure there's plenty of decent stuff stored on there.

So, its just like these forums or any other homebrew site:smallconfused: Minus this sites critical reviews/flamers. despite the fact that the DM may allow or disallow them on a case by case like any other homebrew?

LordErebus12
2013-06-01, 10:46 PM
yup. as with anything, the veto stands strong.

Fizban
2013-06-02, 05:43 AM
Wikipedia may be accurate, but as far as I know it's still not an accepted source for a research paper on anything but wikipedia itself. While there's no board of quality control or anything like that on these boards (nor should there be), it is a small specific community rather than a huge umbrella wiki.The standard assumption is that if someone's asking for something they want first party wizards of the coast material, so yes, I'm a bit annoyed to see a link to dandwiki that doesn't mention it's homebrew material. If was a forum then it'd be obvious but in a wiki format some beginners might not notice the homebrew tag and assume it's an official source, which can cause all sorts of off topic rants like this one.

So did you have a particular CR in mind other than "terrifying?" Party level, intended end of campaign level, something you think it should beat in a fight to show that it's not to be trifled with? Depending on the game either an oversized purple worm or that rock worm could be quite terrifying (heh, the way my wizard player gained a phobia of giant crocodiles would only be made worse by either of them).

Oh, and there was a guy a while back trying to stat up a dragon the size of a mountain. It wasn't my cup of tea but if you want them environment sized you could look that up.

Hanuman
2013-06-02, 05:03 PM
pretty sure 98% of wikipedia is accurate, but that is besides the point. (although i tire of people ragging on it for claimed inaccuracies)
I would say it's more like 98% of the time any article you could possibly search is accurate and 2% of the time some troll is getting their content rollbacked and their reputable editor account b& over one article saying their rooster is as big as the moon.

Debihuman
2013-06-03, 08:43 PM
This is for d20 Modern (and not error free unfortunately) but it has a lot of information in it:

http://dune.cyberdark.com.br/files/d20une/d20%20DUNE%20Roleplaying%20Game.pdf

Debby

LordErebus12
2013-06-03, 10:23 PM
Sandworm (Shai Hulud)
The sand worm of dune is a colossal creature whose sheer size is enough to make most people think twice about getting anywhere near them. For the Fremen, the sandworms hold a deep religious significance.

One of the single greatest creatures in the known universe, the great sand worm of Arrakis are both protectors and makers of the spice melange. A creature unique to the pre-Leto II era of the planet Arrakis, attempts to establish the worm in other areas of the galaxy have met with only limited success. The completed life cycle has not been observed in any of the off-planet experiments.

Larger male specimens reach lengths exceeding 400 meters, and are close to 100 meters at the widest point. The smaller female measure approximately 100 by 20 meters. The throat of the male worm has been measured at 80 meters in diameter in the largest specimens. A set of 1,000 or more organic carbo-silica crystal teeth surround the mouth in a circular pattern.

The adult worm is made up of 100-400 segments. Each segment possesses its own primitive nervous system. Respiration is accomplished through pores in the tough silvery-grey outer skin. There is no circulatory system as such, since most of the nutrients are in the form of gasses. Each segment has a series of membrane "baffles" to absorb nutrients. Consequently, the sandworm is extremely difficult to kill. The only thing -- short of atomics -- that might stop a sandworm is the simultaneous application of massive amounts of electricity to each of its segments, stunning it temporarily.

The Fremen use sandworms for transportation, riding them great distances. Sandworms travel at an average speeds between 10 and 30 miles per hour. When ridden by Fremen, they are goaded into travelling at speeds upwards of 50 mph by continuous beating on the worm's tail segments. A large male sandworm, goaded by Fremen, has a range of approximately 450 miles before he stops due to exhaustion. Consequently, distances on Arrakis are often measured in "thumpers" -- the number of sandworms that need to be captured in order to make the journey. A "three thumper trip" would be approximately 1300 miles.

Shai-hulud's two attacks consist in his `bite' and his 'trample.' A sandworm is attracted by any rhythmic noise and will usually rise from below the source of the sound and swallow it.

Standing too nearly to a sandworm as it passes might cause one to be pulled down into the sand. A Reflex save (DC 20) is necessary to avoid being pulled down. On a failed roll treat as per suffocation as the victim is pulled into the swirling sand beside the worm.

Because of their size, sandworms can be detected up to 40 kilometers away from the air, and can be detected up to 10 kilometers away when one is standing on the surface of the sand. This gives one some time to move to safety before the attack. Holtzmann shields drive sandworms into a frenzy, and even a small personal shield operating on the surface of Arrakis will call worms from miles around.

Sand worms attack with their tremendous bite. If this should fail, they can attack by rolling onto their opponents, crushing them.

Crush (Ex): The sandworm can attempt to crush its opponents by rolling on top of them. The opponent may make a Reflex save (DC 30) to jump out of the way. Crushed victims take full crush damage.

Improved Grab (Ex): To use this ability, a sand worm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Melange Creation (Ex): A sandworm produces 2 kilograms per HD of melange once per week. It leaves melange in its wake wherever it travels. Patches of melange occasionally work their way to the surface where they are easily harvested.
Spice Creation (Ex): A sandworm produces 1 pound per HD of melange per week. It leaves spice in its wake wherever it travels. Patches of melange occasionally work their way to the surface where they are easily harvested.

Swallow Whole (Ex): A sand worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 5d8+32 points of crushing damage plus 8 points of heat damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17).

Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Tremorsense (Ex): Sand worms automatically sense the location of anything that is in contact with the ground and within its 1 kilometer range, so long as it is touching the ground itself.

Sandworm: CR 11;
Gargantuan animal;
VD (16d10+112) V/WP 200/25;
Initiative: -2 (Dex);
Speed: 60 ft., burrow 60 ft.;
Defense 19 (-4 size, -2 Dex, +15 natural);
Attacks: Bite +20 melee; crush +20 melee;
Damage: Bite 2d8+12; crush 2d10+6;
FS/Reach: 30 ft. x 30 ft./15 ft.;
SA Improved grab, swallow whole, crush;
SQ spice creation, tremorsense;
AL Always Neutral;
SV Fort +17, Ref +8, Will +4;
AP 0; Rep +0;
Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8.
Skills: Climb +14.
Feats: Weapon Finesse (bite).
Advancement: 16-32 VD (Gargantuan); 33+ VD (Colossal).

Shai-Hulud: CR 35:
Colossal beast
HD 30d12+300; hp 437; Mas 35;
Init -3;
Speed 20m, burrow 20m;
Defense 39, touch xx, flat-footed xx (-8 size, -3 Dex, +40 natural armor);
BAB +x; Grap +x;
Atk +xx melee (5d8+32, bite);
Full Atk +39 melee (5d8+32, bite); +34 melee (20d10+16, crush);
FS 12m by 30m;
Reach 5m;
SA Improved grab, swallow whole, crush; SQ Tremor sense (100m), damage reduction 15/+1;
AL Always Neutral;
SV Fort +24, Ref +9, Will +3;
AP 0; Rep +10*;
Str 75, Dex 4, Con 35, Int 1, Wis 4, Cha 4.
Skills: Hide , Intimidate , Listen , Move Silently , Search , Sense Motive , Spot , Wilderness Lore.
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite).
Advancement: 20-25 HD (Gargantuan); 26-35 (Colossal).
Climate: Warm Desert;
Organization: Solitary or herd (2-4);

LordErebus12
2013-06-03, 10:25 PM
Okay, the above post has what they have for modern. I myself am confused by a lot of their errors in this creature, especially when it had an extra advancement below both the samples that stated it was colossal from 251+ hit dice, when it already said it hit that at like 33 hit dice or something.

Edit: I havent played Modern in centuries, so some of this creature is gibberish.

Debihuman
2013-06-04, 07:26 AM
Converting the above sandworm to 3.5 isn't that hard.

It should be a magical beast rather than an animal (they use d10 and d8 HD respectively). Crush is a special attack not a standard attack, so its bite is its only attack and does 1 and 1/2 Str points of strength damage.

Weapon Finesse is a stupid feat for these because their strength is better than their dexterity and it wasn't reflected in the stat block properly. It should have 6 feats. Feel free to change feats as you wish.

It has 19 skill ranks to use. Climb is Str based so it should have Climb +31

"Sandworm" should be one word rather than two to reflect the spelling in the Dune books.

Melange is spice so melange creation has been removed and spice creation has been kept as a special ability.

It is missing its water vulnerability and the fact that when one of these dies from contact with water it releases a dose of the water of life.

Sandworm
Gargantuan Magical Beast
Hit Dice: 16d10+112 (200 hp)
Initiative: -2 (Dex)
Speed: 60 ft., Burrow 60 ft.
Armor Class: 19 (-4 size, -2 Dex, +15 natural); touch 4, flat-footed 19
BAB/Grapple: +16/+40
Attack: Bite +24 melee (2d8+18)
Full Attack: Bite +24 melee (2d8+18)
Space/Reach: 20 ft./15 ft.
Special Attacks: Crush (2d10+6) improved grab, swallow whole
Special Qualities: Spice creation, resistance to electricity 10, tremorsense, vulnerability to water
Alignment: Always Neutral
Save: Fort +17, Ref +8, Will +4
Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8.
Skills: Climb +31
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Power Attack, Snatch
Environment: Desert
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always Neutral
Advancement: 17-32 HD (Gargantuan); 33+ HD (Colossal)
Level Adjustment: --

Sandworms are native to Arrakis, where water is a precious commodity and cannot be summoned magically. Sandworms are orange in color and smell like cinnamon. Their arrival is marked by lightning storms.

The Fremen of Arrakis learned to attract sandworms using devices called thumpers. Once a sandworm appears, a worm-rider runs alongside it and snares one of its ring-segments with a special "maker hook". The hook is used to pry open the segment, exposing the soft inner tissue to the abrasive sand. To avoid irritation, the worm will rotate its body so that the exposed flesh faces upwards, carrying the rider with it. The rider then attaches special "maker hooks" to the sandworm to steer it.

Sandworms can be goaded by worm-riders into moving at speeds of 90 feet but can only be ridden for up to 6 hours after which they are exhausted and then must be allowed to submerge.

A sandworm that is exposed to water dies in agony and in its last moments, releases its bile, a poison called the water of life. The water of life is used by the Bene Gesserit to turn their sisters into Reverend Mothers.

The sandworms of Arrakis do not use their Swallow Whole ability on most creatures as their water content would be lethal.

Combat

Sandworms attack with their tremendous bite. If this should fail, they can attack by rolling onto their opponents, crushing them.

Crush (Ex): A sandworm can attempt to crush its opponents by rolling on top of them. Opponents may make a Reflex save (DC 30) to jump out of the way. Anyone who fails the save is crushed and automatically takes 2d10+6 points of crushing damage.

Improved Grab (Ex): To use this ability, a sandworm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Spice Creation (Ex): A sandworm produces 1 pound per HD of melange per week. It leaves spice in its wake wherever it travels. Patches of melange occasionally work their way to the surface where they are easily harvested.

Swallow Whole (Ex): A sandworm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 5d8+32 points of crushing damage plus 8 points of heat damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17).

Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Tremorsense (Ex): Sandworms automatically sense the location of anything that is in contact with the ground and within 3,280 feet (1 kilometer), so long as it is touching the ground itself.

Vulnerability to Water (Ex): Even small amounts of water are lethal to sandworms. A sandworm that comes in contact with water must succeed on a Fortitude Save (DC 30) to even survive the encounter. If it succeeds on its save, the sandworm takes 10d10 points of damage. If it takes 50 or more points of damage, it must make a 2nd Fortitude save (DC 30) or die from massive damage. A sandworm that is killed by water releases one dose of water of life. The water of life is a poison until it can be properly refined and purified. Once purified, it becomes a potent mind altering drug.

Debby

LordErebus12
2013-06-04, 01:55 PM
Thank you, Debbie, i appreciate it a lot.

DracoDei
2013-06-04, 04:02 PM
The average one definitely needs to be colossal, but I can see keeping the Gargantuan ones for juveniles. Which might also help with that low CR.

LordErebus12
2013-06-04, 08:09 PM
The average one definitely needs to be colossal, but I can see keeping the Gargantuan ones for juveniles. Which might also help with that low CR.

I agree, but after colossal it becomes a storytelling device, rather than an encounter. Short of atomics, nothing can really kill them at full size.

LordErebus12
2013-06-05, 03:23 AM
Got a 35 HD Colossal "adult" one in the works. 50 ft. across, 2-3 hundred feet long might work.

after that, a stunted worm, 9 ft. in length.

LordErebus12
2013-06-18, 04:52 AM
Okay, i think everything is in partial order. might need to recalculate the damages on the crush and swallow whole abilities. not familiar with epic creature's damages so i either doubled it or just randomingly upped it a bit.

The table is created with "http://dspeyer.dyndns.org/monster_builder.html", so the calculations should be right, with the exception of the Touch AC (fixed).

Also want to point out i am horrible with CRs.

Debihuman
2013-06-18, 05:25 PM
If a creature has only one natural attack, then damage bonus is 1 and 1/2 Strength. I had pointed this out previously.

Sandworm's bonus damage on its bite should be +18 not +12.

Stunted sandworm's bonus damage on its bite should be +12 not +8.

Shad-Hulud's bonus damage on its bite should be +37 not +25.

Is the Shad-Hulud merely an advanced Sandworm? It should have a burrow speed of 90 feet or higher and a land speed of 20 feet.

Also, I'm not convinced that the natural AC of the sandworm should be all high (or at least it should have vulnerable spots).

Debby

LordErebus12
2013-06-18, 06:19 PM
If a creature has only one natural attack, then damage bonus is 1 and 1/2 Strength. I had pointed this out previously.

Sandworm's bonus damage on its bite should be +18 not +12.

Stunted sandworm's bonus damage on its bite should be +12 not +8.

Shad-Hulud's bonus damage on its bite should be +37 not +25.

Is the Shad-Hulud merely an advanced Sandworm? It should have a burrow speed of 90 feet or higher and a land speed of 20 feet.

Also, I'm not convinced that the natural AC of the sandworm should be all high (or at least it should have vulnerable spots).

Debby

supposedly in Dune, anything short of massive total electrocution or atomic weapons will fail to kill one. That being said, its so massive with multiple segments that can survive with the loss of a segment. The con, i figured, could reference to that entry.

perhaps weakness to electricity?

lowered Shai Hulud's Con to 35.

Debihuman
2013-06-19, 02:03 AM
On second thought, the high AC makes sense. Give the sandworms energy resistance Electricity 20 and vulnerability to electricity and I think it would make sense.

Maker hooks don't actually dig into the sandworm's rings, but pull them open. I'd guess that a sandworm's ring can pulled open with a maker hook and requires a Str 15 or higher to use (and can only be used by someone trained or with the appropriate Exotic Weapon feat).

Once the hook is in place and the sandworm rotates, a DC 20 Balance check is required to get on top of the sandworm. [Trained sandworm riders would get a bonus to their Balance check and once high enough level, don't need to make them]. Once astride the sandworm, steering it is a simple Ride check (DC 5), same as guiding with knees.

How does that sound?

Debby

LordErebus12
2013-06-19, 02:33 AM
On second thought, the high AC makes sense. Give the sandworms energy resistance Electricity 20 and vulnerability to electricity and I think it would make sense.

Wait... Both ER Electricity 20 AND vulnerability to electricity?


Maker hooks don't actually dig into the sandworm's rings, but pull them open. I'd guess that a sandworm's ring can pulled open with a maker hook and requires a Str 15 or higher to use (and can only be used by someone trained or with the appropriate Exotic Weapon feat).

Once the hook is in place and the sandworm rotates, a DC 20 Balance check is required to get on top of the sandworm. [Trained sandworm riders would get a bonus to their Balance check and once high enough level, don't need to make them]. Once astride the sandworm, steering it is a simple Ride check (DC 5), same as guiding with knees.

How does that sound?

Debby

Actually, pretty good. let me think about it for a minute.

Edit: I feel as if this really needs to be part of a 3-5 level PrC, in addition to in the sandworm entry somewhere. What do you think?

Edit: Its base speed should increase some. otherwise its not the best thing to ride...

Debihuman
2013-06-19, 04:27 AM
Wait... Both ER Electricity 20 AND vulnerability to electricity?

Yep. It takes a lot of electrical energy to damage them but once it's high enough they take extra damage from it. Prevents low levels of electricity from dinging them.


Actually, pretty good. let me think about it for a minute.

Edit: I feel as if this really needs to be part of a 3-5 level PrC, in addition to in the sandworm entry somewhere. What do you think?

Edit: Its base speed should increase some. otherwise its not the best thing to ride...

Worm Riders is too narrow for a Full PrC.

Feat: Worm Rider
Prerequisites: Exotic Weapon (maker hook), Str 20
Benefit: You gain +2 to Balance and Ride checks and your mastery over sandworms gives allows you to ignore all Balance checks and Ride checks made while boarding and steering a sandworm.

Debby

Eldan
2013-06-19, 04:56 AM
You know, maybe big ones can only be damaged by nukes, but, well, this is D&D we are etalking about. Spellcasters can match the damage output of a nuke. (At least by d20 modern's stats for nukes.)

LordErebus12
2013-06-19, 04:59 AM
You know, maybe big ones can only be damaged by nukes, but, well, this is D&D we are etalking about. Spellcasters can match the damage output of a nuke. (At least by d20 modern's stats for nukes.)

at epic levels, yes. lower than that, no. Thats taking blast radius and damage into account. As for Modern, my experience with it has been that modern was an experiment that wasn't entirely thought out the best. I do believe that the writers even mention that somewhere, something about it being a crude attempt at guidelines for play. overall, a half-baked concept.

The money system is terrible, as is their proofreading.

that being said, my experience with it was close to 5 years ago. lots of little details that i've forgotten.

LordErebus12
2013-06-19, 05:09 AM
Yep. It takes a lot of electrical energy to damage them but once it's high enough they take extra damage from it. Prevents low levels of electricity from dinging them.

Worm Riders is too narrow for a Full PrC.

Feat: Worm Rider
Prerequisites: Exotic Weapon (maker hook), Str 20
Benefit: You gain +2 to Balance and Ride checks and your mastery over sandworms gives allows you to ignore all Balance checks and Ride checks made while boarding and steering a sandworm.

Debby

Fair enough. ER Electricity 10, 20, or 30; depending on the size of the worm.

The feat is nice. still need to incorporate the riding rules into the stat blocks somewhere.

Veklim
2013-06-19, 02:55 PM
What about the whole issue with water? You've not even touched on that as far as I can see...I mean, since we're talking about ways of killing/disabling one, drowning is honestly the best method most D&D groups would have isn't it? DC 30 Knowledge (Nature?) check to know about their fatal water allergy maybe?

Cheiromancer
2013-06-19, 03:11 PM
What about the whole issue with water? You've not even touched on that as far as I can see...

Well, it does say that "Even small amounts of water are lethal to sandworms. A sandworm that comes in contact with water must succeed on a Fortitude Save (DC 30) to even survive the encounter."

But how much water? A vial full? What if you just spit on it?

I was surprised that the hit dice are so low. I think that stats for Shai-Halud would be better fitted to the standard sandworm. What makes it unkillable, exactly? There isn't even any damage reduction!

LordErebus12
2013-06-20, 12:53 PM
Well, it does say that "Even small amounts of water are lethal to sandworms. A sandworm that comes in contact with water must succeed on a Fortitude Save (DC 30) to even survive the encounter."

But how much water? A vial full? What if you just spit on it?

I was surprised that the hit dice are so low. I think that stats for Shai-Halud would be better fitted to the standard sandworm. What makes it unkillable, exactly? There isn't even any damage reduction!

Id like to think it would require a bit more than a single vial of water.

honesty, you really think its too low? lmao.

DR could be rectified. What do you think? DR 20/Bludgeoning?

Debihuman
2013-06-20, 07:53 PM
DR 30/epic and electricity for the biggest sandsworms perhaps.

According to the Dune books, even small amounts of water are fatal to sandworm. How small is "small"? We know that even the amount of water in a human is too much, which is why they don't eat people.

At some point, you have to distinguish the sandworms from Arrakis (where there is no magic and spells that create magical effects with water, such as from create food and water or ice storm would be unknown or disallowed), from sandworms that would appear in more generic deserts.

Debby

DracoDei
2013-06-20, 09:36 PM
DR 30/epic and electricity for the biggest sandsworms perhaps.
Epic isn't a tag that gets applied to spells though. That would mean that only shocking/shocking burst damage from +6 or better weapons can get past DR... except that DR is usually only applied to weapon damage, not even mundane fire and acid.

Kane0
2013-06-20, 09:44 PM
Epic isn't a tag that gets applied to spells though. That would mean that only shocking/shocking burst damage from +6 or better weapons can get past DR... except that DR is usually only applied to weapon damage, not even mundane fire and acid.

Though create water is still very lethal.

Debihuman
2013-06-21, 09:36 AM
That spell doesn't work on Arrakis. Magically created water from spells, spell-like abilities, supernatural abilities, and magic items and magically created waster immediately evaporates. Or just make sandworms immune to non-natural sources of water.

Debby

Debihuman
2013-06-21, 09:48 AM
Epic isn't a tag that gets applied to spells though. That would mean that only shocking/shocking burst damage from +6 or better weapons can get past DR... except that DR is usually only applied to weapon damage, not even mundane fire and acid.

That sounds about right.

If this mimics Arrakis, then you have to disallow any spells and magical effects that have water in the description or descriptor such. The gods do not grant spells that create water. All magical items, spell-like abilities, supernatural abilities, etc., that would otherwise create water in any form cease to work there. It's like it's own little demiplane in that regard.

If you just want to make these desert worms and ignore the fact that small amounts of water are lethal to them, that works too. You have to decide what you want.

I personally have no problem with saying that only people who can cast spells on Arrakis are the Fremen as they are the only ones able to obtain the water of life. As such, they have to forgo the use of any magical, supernatural or alchemical methods of obtaining water. This, however, goes beyond the scope what the stat block does.

Debby

LordErebus12
2013-06-23, 07:45 PM
That sounds about right.

If this mimics Arrakis, then you have to disallow any spells and magical effects that have water in the description or descriptor such. The gods do not grant spells that create water. All magical items, spell-like abilities, supernatural abilities, etc., that would otherwise create water in any form cease to work there. It's like it's own little demiplane in that regard.

If you just want to make these desert worms and ignore the fact that small amounts of water are lethal to them, that works too. You have to decide what you want.

I personally have no problem with saying that only people who can cast spells on Arrakis are the Fremen as they are the only ones able to obtain the water of life. As such, they have to forgo the use of any magical, supernatural or alchemical methods of obtaining water. This, however, goes beyond the scope what the stat block does.

Debby

I agree wholeheartedly. On Arrakis, water cannot be simply summoned, it can only be found.

Brimstone
2017-09-15, 06:05 PM
Anyone know if there is a 5e conversion for these?

rferries
2017-09-15, 06:38 PM
I don't use 5e, but perhaps you can just adapt the 5e purple worm (http://5e.d20srd.org/srd/monsters/purpleWorm.htm)?