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Spicy takes on Dune 2 for your game

Spicy takes on Dune 2 for your game

The 2024 movie Dune: Part Two is a sequel to the 2021 part one of the film, and is based on Frank Herbert’s 1965 sci-fi novel and its sequels. The film takes place in the far future but there are creatures, items, and aspects that can be wondrous with a little application for fantasy RPGs. 

Sandworms

On the desert planet of Arrakis, enormous sandworms live under the sands. They are drawn by vibrations on the surface where they erupt and swallow whatever they find whole.

Sandworms are attracted to any rhythmic sound on the ground, and if the PCs don’t mask their footsteps, they risk a sudden, overwhelming encounter with these creatures.

Sandworm                 CR 17

Gargantuan Monstrosity
Armor Class 19 (natural armor)
Hit Points 360
Speed 40 ft., burrow 80 ft.
Perception 18 Stealth 16
Senses darkvision 60 ft., tremorsense 300 ft.
Languages None

STRDEXCONINTWISCHA
+8+1+8−3+1−1

Swallow. A creature that is swallowed takes 26 (4d8 + 8) bludgeoning damage from being crushed each round while inside the sandworm, and it is grappled (escape DC 16).

ACTIONS

Multiattack. The sandworm uses its Frightful Presence. It then makes one Bite attack and two Slam attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage. If a bite attack hits a Large or smaller target, the target is swallowed.

Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.

Frightful Presence. Each creature within 120 feet of the sandworm and is aware of it must succeed on a DC 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature’s save is successful or the effect ends for it, the creature is immune to the sandworm’s Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS

The sandworm can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The sandworm regains spent legendary actions at the start of its turn.

Detect. The sandworm automatically detects every creature and trap on the ground within 300 feet of it, pinpointing the current location of each.

Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.

Thumpers and the Flagon of Attraction

A thumper is a tool that makes a rhythmic sound which attracts sandworms. Placing and activating a thumper away from people can distract a sandworm, allowing Humanoids on foot to possibly escape. In a fantasy adventure game the flagon of attraction uses the same concept.

FLAGON OF ATTRACTION

Wondrous item, Uncommon               100 gp

The flagon is a small decorated bottle with a stopper carved in the shape of a humanoid skull. It radiates evocation magic. When you open the bottle, it immediately emits warmth and scents of Humanoid creatures. The effect encompasses a 30-foot radius immediately and expands by an additional 30 feet each round for 1d6 rounds. Any monster in the range of the warmth and scent is alerted as if Humanoids were present in the location where the flagon is. The flagon can only be used once, after its use it becomes a non magical vessel.

The Ornithopter

In the latest Dune movie series the heroes travel in vehicles known as ornithopters that loosely resemble helicopters designed to look distinctively like dragonflies.

In a more fantasy-oriented setting, an ornithopter could be created from the skeleton of an ancient dragon. The ornithopter has a tail, four limbs, and eight long, thin wings. It has a flying speed of 80 feet, and a walking speed of 30 feet.

ORNITHOPTER

Gargantuan Air Vehicle (40 ft. by 10 ft.)
Armor Class 15 (damage threshold 5)
Hit Points 110
Speed 30 ft. (24 miles per day), flying 80 ft. (60 miles per day)
Immune Vehicle Resilience
Initiative 12
Crew 2            Passengers 4
Cargo Capacity 1,000 lbs

STRDEXCONINTWISCHA
+2+0+1−0+0+0

ACTIONS

On its turn, the ornithopter can take two actions, choosing from the options below (it can take the same actions multiple times). It can’t take any actions if it has fewer than 2 crew.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Cruise. The ornithopter takes the Dash action.

about Jason Campbell

Jason Campbell is the creator and lead writer at the RPG site shadomain.com which publishes articles, reviews, interviews and news weekly. He is the author of adventures for various RPG systems. He started playing RPGs with Basic Dungeons & Dragons in 1981 and has played and written for many RPGs. 

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