Shade
Monster Junkie
Stop your twiddling!
Rot Grub (CR 4): There are few hazards that experienced dungeoneers fear more than a rot grub. Resembling a large maggot with a maw full of tiny teeth, the Diminutive rot grub thrives on flesh, both living and dead. Anyone about to enter a square containing a rot grub can attempt a DC 20 Spot check to notice the hazard. Those who fail the check or choose to ignore the grub risk exposure. Each round, the grub makes a single touch attack (at a +5 bonus) against one living target in its square. If it succeeds, it hungrily burrows into the target’s flesh. An infested creature takes 1d6 points of damage per round for each rot grub that is infesting it. A successful DC 16 Fort save halves this damage. After 2d4 rounds, the sated rot grubs crawl away. A rot grub infestation can be removed with a successful DC 20 Heal check, though this check (whether successful or not) deals 1d6 points of damage to the infested target. Alternatively, a rot grub infestation can be destroyed by remove disease or any other effect that halts or counters a disease. Such spells destroy all the rot grubs inhabiting a target.
Medium or larger creatures that die from rot grub infestation spawn a new rot grub swarm within 2d4 days. Burning or otherwise destroying the body prevents this. Casting raise dead to restore a creature killed by a rot grub swarm does not destroy the rot grubs inside, but casting remove disease or a similar spell in the next round removes the grubs normally. Ressurrection and true resurrection destroy the rot grubs when cast.
Rot grubs are physically frail (AC 13), and any damage dealt to one kills it. An unsuccessful melee attack with a natural weapon allows the rot grub a chance to burrow into the target.
Rot grubs move slowly when not inside a body, covering only 5 feet per minute. Occasionally, rot grubs might be used as part of a trap, making them impossible to spot until the trap is sprung.
Rot Grub (CR 4): There are few hazards that experienced dungeoneers fear more than a rot grub. Resembling a large maggot with a maw full of tiny teeth, the Diminutive rot grub thrives on flesh, both living and dead. Anyone about to enter a square containing a rot grub can attempt a DC 20 Spot check to notice the hazard. Those who fail the check or choose to ignore the grub risk exposure. Each round, the grub makes a single touch attack (at a +5 bonus) against one living target in its square. If it succeeds, it hungrily burrows into the target’s flesh. An infested creature takes 1d6 points of damage per round for each rot grub that is infesting it. A successful DC 16 Fort save halves this damage. After 2d4 rounds, the sated rot grubs crawl away. A rot grub infestation can be removed with a successful DC 20 Heal check, though this check (whether successful or not) deals 1d6 points of damage to the infested target. Alternatively, a rot grub infestation can be destroyed by remove disease or any other effect that halts or counters a disease. Such spells destroy all the rot grubs inhabiting a target.
Medium or larger creatures that die from rot grub infestation spawn a new rot grub swarm within 2d4 days. Burning or otherwise destroying the body prevents this. Casting raise dead to restore a creature killed by a rot grub swarm does not destroy the rot grubs inside, but casting remove disease or a similar spell in the next round removes the grubs normally. Ressurrection and true resurrection destroy the rot grubs when cast.
Rot grubs are physically frail (AC 13), and any damage dealt to one kills it. An unsuccessful melee attack with a natural weapon allows the rot grub a chance to burrow into the target.
Rot grubs move slowly when not inside a body, covering only 5 feet per minute. Occasionally, rot grubs might be used as part of a trap, making them impossible to spot until the trap is sprung.