Gargantuan monstrosity, unaligned
Level 12 Elite

When reduced below half of its total HP, the QorKhor Death Worm enters a dormant defensive state. The creature coils into the sand and hardens its outer shell into obsidian-like plates.
While in Stasis Mode:
The worm cannot move or attack.
All incoming damage is reduced by half.
Segments regenerate 1 HP every 20 seconds.
Three uninterrupted lightning or frost effects will immediately break the stasis.
If fully restored while dormant, the worm erupts from the earth and resumes combat.

When one of the Vidarian Death Worm’s body segments is destroyed, the creature does not simply weaken — it violently separates.
The severed rear half erupts into a death frenzy while the front half continues hunting independently.
The front half (head and remaining connected segments) continues moving and fighting normally.
The rear half becomes immobile but enters a berserk thrashing state for 1 minute.
During this frenzy, the severed section sprays burning blood and molten bile in all directions within 10 feet.
Any creature entering or remaining near the rear half takes 1 Fire damage every 10 seconds.
Shields struck by the flailing tail are instantly destroyed.
The violent convulsions make approaching the rear half extremely dangerous.
After 1 minute, the severed half finally burns itself out and collapses into the sand, leaving behind scorched glass-like terrain.
(Can only perform once per combat)
The Vidarian Death Worm bursts violently from beneath the battlefield in a geyser of molten sand and flame.
All enemies within 25 feet are knocked prone, take 4 fire damage, and have shields destroyed instantly. For the next 30 seconds, the battlefield terrain around the worm is considered hazardous burning ground.
After performing this action, the worm must remain above ground for 1 full minute and cannot burrow.
Minimum Players: 3-50
1 Head Segment
Carries a massive fang-lined maw prop capable of projecting sand, cloth streamers, or flame-colored effects.
2-50 Body Segments
Equipped with linked segmented armor or shields to represent the worm’s armored hide.
1 Tail Segment
Uses a large hooked or bladed tail weapon specialized in shield breaking.
1 Burrow Marker Handler / Effect Support
Controls sandstorm effects, rumbling drums, banners, or underground movement indicators.
Layered desert cloth and segmented armor plates
Glowing red or orange lanterns beneath translucent fabric
Smoke effects or powder bursts for eruptions
Large cloth tunnel body connecting each player
Drum or bass effects to simulate subterranean movement