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Swarm Of Rot Grubs in Dungeons & Dragons 5e

MPMM pg. 237

Swarm Of Rot Grubs CR: 1/2

Medium swarm of tiny beasts, -
Armor Class: 8
Hit Points: 22 (5d8) 5d8
Speed: 5 ft , climb: 5 ft

STR

2 -4

DEX

7 -2

CON

10 +0

INT

1 -5

WIS

2 -4

CHA

1 -5

Damage Vulnerabilities: Fire
Damage Resistances: Piercing, slashing
Condition Immunities: Charmed, frightened, grappled, paralyzed, petrified, prone, restrained
Senses: Blindsight 10 ft., passive Perception 6
Languages: -
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned. At the end of each of the poisoned target's turns, the target takes 3 (1d6) poison damage. Whenever the poisoned target takes fire damage, the target can repeat the saving throw, ending the effect on itself on a success. If the poisoned target ends its turn with 0 hit points, it dies.

Rot grubs are finger-sized maggots that eat living and dead creatures, although they can survive on vegetation. They infest corpses and piles of decaying matter and attack anyone that disturbs them. After burrowing into a creature, rot grubs instinctively chew their way toward vital parts.

Rot grubs recoil from flames, and fire is the main weapon against rot grubs once they're inside a body. Magic that neutralizes poison can also stop them before they kill their host.

Single Rot Grub

Rot grubs pose a threat both singly and as a swarm. See the stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block.

Any creature that comes into contact with a single rot grub must succeed on a DC 10 Constitution saving throw or be poisoned, as the rot grub burrows into the creature. The poisoned creature takes 3 (1d6) poison damage at the end of each of its turns. Whenever the poisoned creature takes fire damage, the creature can repeat the saving throw, ending the effect on itself on a success. If the poisoned creature ends its turn with 0 hit points, it dies, as the rot grub kills it.

Suggested Environments

Swamp, underdark


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