A town has grown up around the spot where the creature hatched. It sent out psionic waves to the surrounding area, attracting a variety of creatures to itself. It finds the humans to be the most easily manipulated, so they are the most represented in the population. The entire town worships the creature, whom they believe is a slumbering god. They call it, “The Master of Dreams.” Of course, they are unaware of its true form and origins. Any who do suspect something is amiss are ostracized and often forced into exile.
The alien being appears in their dreams as an angelic being with golden skin. It tells the townsfolk that it sleeps beneath the town in an exquisite tomb for an eternity and wishes to protect and serve those who live above. In light of this, a temple has been built in the middle of the town, with a large shaft descending into the bedrock. All manner of offerings are deposited into it. The great worm uses the offerings to curry favor with other sentient creatures it has encountered beneath the surface.
The creature is telepathic, able to project its thoughts to others and to read theirs in turn. It also has considerable psionic capabilities that manifest in a manner similar to many magical abilities. (The creature can cast spells as a 9th level cleric.) Through repeated psionic manipulations, it can also unlock psionic powers in others. In this way, the creature can empower individuals who function as Clerics with a level limit of 3.
The town is ruled by the great worm’s clerical order. Under their leadership, the town is law-abiding. Those who ask too many questions or who worship other gods are politely asked to leave. After a night in the town, newcomers will have pleasant dreams in which an angelic figure with golden skin and a flaming sword appears atop a white mountain. The angel promises safety and prosperity if they live in the town and pledge themselves to the clerical order.
The worm often uses its spell-like abilities to benefit the town, occasionally using Raise Dead to restore life to its deceased followers. As a result, the citizenry is fanatic. Zealotry is often needed to repel those who are drawn to the town to investigate tales of the sleeping god and who hope to plunder its great wealth.
|The God That Sleeps Below; Alignment: Neutral, Movement: 6o’ (20’
tunneling), Armor Class: 6, Hit Dice: 15, Hit Points 90, Attacks: 2
(bite, sting), Damage: 2d8/1d8, poison, Special Attacks: Spell Use,
Spells: Level 1 - Cure Light Wounds x2, Detect Evil, Protection from
Evil; Level 2- Know Alignment, Hold Person, Speak with Animals, Resist
Fire; Level 3 – Animate Dead, Cure Disease, Remove Curse; Level 4 – Cure
Serious Wounds, Neutralize Poison; Level 4 – Raise Dead, Save: Cleric 15,
Hoard Class: XIX, XP Value 4,200 (1,500 HD, 900 swallow whole, 900 spell
casting, 900 poisonous stinger).
The body of the worm is 10’ in diameter and 100’ long. It has a poisonous stinger in its tail. The worm may attack with both a bite and its stinging tail in 1 round. Anyone stung by the tail must also succeed in a saving throw versus poison or die.
If the worm’s bite attack roll is at least 4 higher that the roll needed to hit (or a 20 is rolled), a victim is swallowed. A being that is swallowed takes 3d6 hit points of damage per round inside the worm’s belly. The damage stops when either the character dies or the worm is killed.