Mongolian Death Worms

September 30th, 2008

It’s a 5-foot-long, sausage-like red worm.  It spits acidic poison that kills instantly.  As if that weren’t enough, it can also kill things from a distance with an electrical discharge.

It sounds like a monster from the depths of the Fiend Folio, but it’s purportedly real.  This bizarre beast is said to exist in Mongolia, where it can be seen only in the depths of summer, spending the rest of its time buried in the sands of the Gobi desert.  This intriguing cryptid is called the Mongolian Death Worm — known by the local name Olgoi-Khorkhoi, “blood filled intestine worm,” because that’s what it resembles.

Truth (for a certain value of “truth”) is stranger than fiction, and all that.  Of course, it’s been used in fiction, too.  William Gibson used it in his 2007 novel Spook Country.

Naturally, after reading about it, I decided that the Mongolian Death Worm needed to be a part of my game.

Desert Death Worm

Level 12 Artillery

Medium natural beast (blind)

XP 700

Initiative +13

Senses Perception +10; blindsight 10, tremorsense 20

HP 98; Bloodied 49

AC 24; Fortitude 24, Reflex 26, Will 24

Speed 6, burrow 3 (tunneling)

Immune gaze, illusion; Resist 10 lightning

r Jolt (standard; at-will) * Lightning

Ranged 10; +17 vs. Fortitude; 3d6 + 5 lightning damage.

r Spit Venom (standard; recharge 56) * Acid, Poison

Ranged 10; +17 vs. Reflex; 4d8 + 5 poison and acid damage, and the target suffers a -2 penalty to AC and ongoing 5 poison and acid damage (save ends both).

c Deadly Aura (minor; encounter) * Lightning

Close burst 2; +17 vs. Fortitude; 2d6 + 5 lightning damage, and the target is dazed (save ends). This power does not affect other death worms.

Last Stand (immediate reaction, when brought to 0 hit points or fewer; encounter)

The death worm’s Deadly Aura recharges, and it immediately attacks with it. The worm heals 1d6 hit points for each creature it reduces to 0 or fewer hit points with this attack.

Alignment Unaligned

Languages -

Str 6 (+4)

Dex 24 (+13)

Wis 19 (+10)

Con 20 (+11)

Int 2 (+2)

Cha 14 (+8)

(Nicer-looking statblock)

Desert Death Worm

These deadly creatures inhabit the desert waste.  They are sometimes solitary; other times, they gather in small packs of up to half a dozen.  Though these fearsome predators generally prefer smaller prey, they have been known to attack man-sized targets and even the occasional ogre.

Mongolian Death Worm interpretation by Pieter Dirkx

Death Worm Tactics

Death worms generally strike first by burrowing out of the ground and spitting poison at their chosen target.  They then attempt to stay at range, using their electrical jolt to wear down the opponent, and spitting poison whenever possible.  They will typically use their deadly aura as soon as they are engaged in melee combat, though there are stories of the creatures waiting until two or more of their enemies are within range, and trained death worms are usually taught to use it only upon command.

Unless it is starving or controlled by another creature, a death worm will attempt to retreat by burrowing after it is bloodied.  A cornered or starving death worm will fight to the death.  A controlled death worm in such a situation may turn on its controller if not allowed to flee.

Death Worm Lore

A character knows the following information with a successful Nature check.

DC 20: A death worm can burrow beneath the desert sand, emerging to surprise its prey by spitting acidic venom.  The death worm relies on its blindsight and tremorsense to detect prey.

DC 25: A death worm can generate a powerful electric charge, similar to, but more intense than, that of an electric eel.  Upon nearing its death, the death worm will generate a particularly intense charge in a final effort to best its attacker.

Encounter Groups

Death worms are occasionally trained by desert dwellers, though they are never completely tamed.  More than one would-be master has fallen to his new pet’s electrical abilities.

Level 12 Encounter (XP 3,700)

  • 2 desert death worms (level 12 artillery)
  • 1 stone-eye basilisk (level 12 soldier)
  • 2 dragonborn raiders (level 13 skirmisher)

Design philosophy:  More creepy artillery is always good.  For a cryptid, this thing has a very old-school D&D feel to it, so I basically just translated it.  I chose low paragon tier because that’s where I picture the PCs travelling through the trackless desert wastes to investigate the lost tombs and visit the cities of the ancients.  With appropriate reductions, it could easily be heroic tier instead.

The sample encounter group represents a couple of dragonborn bandits, bounty hunters, or tomb raiders and their pets.  This could be quite a challenging encounter, between the area-effect powers and the status effects the enemies wield.

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4 Comments

  1. jonathan, Sep. 30, 2008, 6:19 pm:

    Internet hoax, i wager…

    http://www.environmentalgraffiti.com/featured/mongolian-death-worm/2266

    the skeleton looks cool - but could also be something done by a skillful art student.

  2. Scott, Sep. 30, 2008, 10:16 pm:

    No, not an Internet hoax… just a cryptid, like the mothman. Probably not real, but it makes for good inspiration, anyway.

    Looks like I got the name slightly wrong, though. And I did go with the biggest length I’d seen reported, since five-foot death worms are scarier than two-foot death worms. ^_^

    Thanks for the EG link, though. I read it somewhat regularly, but somehow I didn’t come across that article before.

  3. Ishmayl, Oct. 2, 2008, 11:12 am:

    Man, I have *GOT* to put this little guy in my Strange Ecology series.

  4. Scott, Oct. 3, 2008, 4:38 am:

    Heh. The Ecology of the Death Worm?

    I liked your notes on the Chulgeth — that’s looking like it’ll be quite an inspirational series.

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