Chapter 8: The Wormwrithings
As she turns to Mai'ngor to reply, the east wall of the bone-filled chamber bursts open, rocks and dust filling the room. Looking through the dust, you see the massive creature right before you, its maw large enough to swallow a horse and its wagon whole.
Taken by surprise at the messy entrance, you don't have a chance to react before two of the dwarves you rescued are scooped up and swallowed whole by the monstrous worm.
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of obsidian)
Duration: Instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of that area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Hit Points 49/62 (10d6+20)
Speed 30 ft.
STR 10 (+0); DEX 10 (+0); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 20 (+5)
Saving Throws Con +6, Cha +9
Skills Arcana +5, Deception +9, History +5, Intimidation +9, Perception +5, Persuasion +9
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Dwarvish, Elvish, Goblin, Orc
Fey Ancestry Advantage on saving throws against being charmed, and magic cannot put Hunter to sleep.
Daemonic Research Advantage on Intelligence (Arcana) checks regarding demons.
Tides of Chaos 0/1 long rest
Sorcery Points 4/10 long rest
Distant Spell 1 sorcery point to double range of spells, or extend touch spells to 30 ft.
Empowered Spell 1 sorcery point to reroll up to 5 damage dice for spells; can combine with other Metamagic.
Extended Spell 1 sorcery point to double duration of spells that are 1 minute or longer, up to 24 hours.
Spellcasting. Hunter is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 17, +9 to hit with spell attacks). She knows the following sorcerer spells:
Cantrips (at will): Chill Touch, Mage Hand, Message, Mold Earth, Prestidigitation, Shocking Grasp
1st level (3/4 slots): Catapult, Magic Missile, Shield
2nd level (2/3 slots): Alter Self, Maximilian's Earthen Grasp
3rd level (2/3 slots): Counterspell, Dispel Magic, Erupting Earth
4th level (2/3 slots): Banishment
5th level (1/2 slots): Synaptic Static, Wall of Stone
Actions:
-- Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d8 piercing damage
-- Dagger (2) Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4 piercing damage.
-- Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage, or 1d8 bludgeoning damage if used with two hands to make a melee attack.
Bonus Actions:
-- Creating Spell Slots Convert sorcery points into one spell slot (see chart)
-- Converting a Spell Slot to Sorcery Points Expend one spell slot to gain sorcery points equal to slot's level.
Reactions:
-- Bend Luck 2 sorcery points to roll 1d4 and apply as a bonus or penalty to any creature's attack roll, ability check, or saving throw.
Conditions None
Rolls
Erupting Earth, Dex Save DC 17 for half - (3d12)
(1110) = 12
Empowered Magic, 2 dice - (2d12)
(610) = 16
Rolls
Blight- CON Save 15 takes half damage - (8d8)
(37377424) = 37
Move to melee
Action: Attack two-handed with Sinag
EDIT: Oops, rolled the wrong damage die, and forgo to add the damage bonus from war dance.
Rolls
Sinag - (1d20+11, 1d8+7)
1d20+11 : (17) + 11 = 28
1d8+7 : (2) + 7 = 9
Extra attack - (1d20+11, 1d10+9)
1d20+11 : (19) + 11 = 30
1d10+9 : (10) + 9 = 19
Crit damage - (1d10)
(3) = 3
Xeliss' spell pulls from the life force of the worm and it's flesh sags slightly from its huge body.
Mai'ngor fearlessly charges the great beast, slashing it twice with his light-forged blade. The flesh melts away beneath his furious attacks.
The dwarves, angered by the loss of their companions, roar and charge the monster heedless of the danger. Neither of them seem to be able to get through the creature's powerful hide.
Sarith looks at his short blades and sighs before rushing the beast from the side, staying out of the radius of Sinag's light. He gets two good slashes in, spraying the creature's blood across the bone-filled floor.
Purple Worm: 134/247, AC 18
It grabs hold of Mai'ngor in its mouth and begins to swallow the tikbalang (29 vs AC. Damage: 25)
Purple Worm: 134/247, AC 18
Sarith: 10/71, AC 17
Rolls
DEX save DC19 (Advantage from War Dance) - (1d20+5, 1d20+5)
1d20+5 : (15) + 5 = 20
1d20+5 : (3) + 5 = 8
Also, you can choose to use a Luck point after the roll if you choose :)
Rolls
Lucky reroll - (1d20)
(19) = 19
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of obsidian)
Duration: Instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of that area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Hit Points 49/62 (10d6+20)
Speed 30 ft.
STR 10 (+0); DEX 10 (+0); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 20 (+5)
Saving Throws Con +6, Cha +9
Skills Arcana +5, Deception +9, History +5, Intimidation +9, Perception +5, Persuasion +9
Armor Proficiencies None
Weapon Proficiencies Daggers, darts, slings, quarterstaffs, light crossbows
Tool Proficiencies None
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Dwarvish, Elvish, Goblin, Orc
Fey Ancestry Advantage on saving throws against being charmed, and magic cannot put Hunter to sleep.
Daemonic Research Advantage on Intelligence (Arcana) checks regarding demons.
Tides of Chaos 0/1 long rest
Sorcery Points 3/10 long rest
Distant Spell 1 sorcery point to double range of spells, or extend touch spells to 30 ft.
Empowered Spell 1 sorcery point to reroll up to 5 damage dice for spells; can combine with other Metamagic.
Extended Spell 1 sorcery point to double duration of spells that are 1 minute or longer, up to 24 hours.
Spellcasting. Hunter is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 17, +9 to hit with spell attacks). She knows the following sorcerer spells:
-- Cantrips (at will) Chill Touch, Mage Hand, Message, Mold Earth, Prestidigitation, Shocking Grasp
-- 1st level (3/4 slots) Catapult, Magic Missile, Shield
-- 2nd level (2/3 slots) Alter Self, Maximilian's Earthen Grasp
-- 3rd level (1/3 slots) Counterspell, Dispel Magic, Erupting Earth
-- 4th level (2/3 slots) Banishment
-- 5th level (1/2 slots) Synaptic Static, Wall of Stone
Actions:
-- Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d8 piercing damage
-- Dagger (2) Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4 piercing damage.
-- Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage, or 1d8 bludgeoning damage if used with two hands to make a melee attack.
Bonus Actions:
-- Creating Spell Slots Convert sorcery points into one spell slot (see chart)
-- Converting a Spell Slot to Sorcery Points Expend one spell slot to gain sorcery points equal to slot's level.
Reactions:
-- Bend Luck 2 sorcery points to roll 1d4 and apply as a bonus or penalty to any creature's attack roll, ability check, or saving throw.
Conditions None
Rolls
Wild Magic - (1d20)
(12) = 12
Erupting Earth, Dex Save DC 17 for half - (3d12)
(753) = 15
Empowered Spell - (2d12)
(39) = 12
Rolls
DEX save (advantage) - (1d20+5, 1d20+5)
1d20+5 : (5) + 5 = 10
1d20+5 : (20) + 5 = 25
When the swarm appears, each creature in its area must make a Constitution save. A creature takes 4d10 piercing damage on a fail, or half on a success. It must also make this saving throw when it enters the spell's area for the first time or ends its turn there.
Rolls
Insect Plague- CON Save 15 for half damage - (4d10)
(6656) = 23