Sandworm King (5e Creature)
Sandworm King[edit]
Huge monstrosity, neutral Armor Class 20 (natural armor)
Saving Throws Str +13, Con +12 Tunneler. The sandworm can burrow through solid rock at half its burrow speed and leaves a 40-foot-diameter tunnel in its wake that lasts for 1d4 hours before collapsing. ACTIONSMultiattack. The sandworm makes two attacks: one with its bite and one with its slam. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) piercing damage. If the target is Large or smaller, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the sandworm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the sandworm, and it takes 21 (6d6) acid damage at the start of each of the sandworm's turns. Slam. Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage, and the target must succeed on a DC 19 Strength saving throw or be knocked prone. Call of the Worm (1/Day). The sandworm calls up to four dwarf sandworms, two sandworms or one giant sandworm. The called creatures arrive in 1d4 rounds, acting as allies of the sandworm and obeying its spoken commands. The creatures remain for 1 hour, until the sandworm dies, or until the sandworm dismisses them as a bonus action.
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A sandworm king has reached truly gigantic proportions, at least four miles long and 60 feet in diameter. Sandworm kings, unlike their smaller brethren, are hyper-intelligent and have the ability to speak Common. If you manage to impress a sandworm king, typically by besting it in a show of strength, it may offer to become a powerful ally. They are found in extremely ginormous stone caverns deep under the desert, with tunnels connecting all of the deserts in the world. |
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