Silk Wyrm

A 50-foot shelled serpent that slips into camps as a shadow at dusk, paralyzes sleepers, and keeps them cocooned in silk for weeks while it slowly drinks their blood.

Setting: Dark Sun · Sources: Dark Sun Campaign Setting (original)

Appearance

This snake measures more than 50 feet and is armored in a hard, chitinous shell.

Combat

Silk wyrms often fly overhead by day hunting, but seldom strike before dusk. Then it uses its one psionic science, shadow form, to steal into a camp unseen. Its bite forces a save vs. poison; failure means paralysis for 1d4 days, reversible with restore or remove curse. A paralyzed victim can still use psionic powers so long as they require no movement of the body.

Habitat and Society

The wyrm hauls paralyzed prey away and wraps it in a silk sheath, where the victim may linger as long as two weeks. Every so often the wyrm pushes its head into the cocoon and bites the neck, drinking a little blood and paralyzing the prisoner for another 1d4 days. Each feeding costs one point of Constitution, and at 0 the body is drained dry and the victim dies.

Ecology

Cities pay well for the silk casing, which goes into costly clothing. It is very tough, making it slow work to cut a captive free, and resists flame, granting +4 to saves against normal fire and +2 against magical fire.

More: Monsters starting with S · Dark Sun monsters · All monsters A-Z

Statistics

Climate/TerrainBadlands
FrequencyUncommon
OrganizationSolitary
Activity CycleAny
DietCarnivore
IntelligenceLow (5-7)
Treasure(W)
AlignmentNeutral
No. Appearing1
Armor Class3
Movement12, Fl 12 (C)
Hit Dice6
THAC015
No. of Attacks1
Damage/Attack1d6
Special AttacksSee below
Special DefensesNil
Magic ResistanceNil
SizeL (50' long)
MoraleSteady (11-12)
XP Value1,400

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
61/1/0Nil/Nil1545

Psychometabolism - Science: shadow form; Devotions: nil.