Solaris is a land of splendor built on silence. No one recalls what came before — and no one questions it. The sun shines, the mines thrive, yet unease clings to the air like smoke. Wanderers feel it. Dreamers see it. Then they vanish. Step carefully. The ground remembers what minds forget. A golden kingdom forged in blood and shadow. Follow the light—or embrace the truth in darkness. In Solaris, forgetting is survival. Remembering… that’s when the real danger begins.
Played | 294 times |
Cloned | 56 times |
Created | 187 days ago |
Last Updated | 1 days ago |
Visibility | Public |

Description
The Sandworm King is a colossal monstrosity that rules the vast underground tunnels of the desert. With its immense size and intelligence, it commands lesser sandworms and can be a formidable ally or a terrifying foe.
Size | Huge |
Type | Monstrosity |
CR | 15 |
XP | 13000 |
Languages | Common, Terran |
Armor Class | 20 |
HP Range | 337 - 337 (Avg: 337) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
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 King.
Call of the Worm (1/Day)
The Sandworm King calls up to four dwarf sandworms, two sandworms, or one giant sandworm. The called creatures arrive in 1d4 rounds, acting as allies and obeying its commands.
Multiattack
The Sandworm King makes two attacks: one with its bite and one with its slam.
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.