Rot Grub Swarm (CR 6)

Fine Vermin
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +0, and Spot +0


AC: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Hit Dice: 12d8 (54 hp)
Fort +8, Ref +6, Will +4
Speed: 10 ft., climb 10 ft.
Space: 10 ft./-.
Base Attack +9; Grapple -
Attack: Slam +4 melee
Full Attack: Slam +4 melee
Damage: Slam 0
Special Attacks/Actions: Death hazard, swarm,(3d6 plus infestation), distraction
Abilities: Str 1, Dex 14, Con 10, Int -, Wis 10, Cha 2
Special Qualities: swarm traits, vermin traits
Feats: -
Skills: Climb +10, Hide +14*, Listen +0, and Spot +0
Advancement: -
Climate/Terrain: Any land and underground
Organization: Swarm (5-20)
Treasure/Possessions: None

Source: Dungeonscape

Distraction (Ex): Any living creature that begins its turn with a rot grub swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based and includes a +2 racial bonus.

Infestation (Ex): Any living creature that takes damage from a rot grub swarm might also become infested with rot grubs each round. A creature must make a successful DC 18 Reflex save to dodge the swarming grubs or bat them aside. The rot grubs infesting the creature burrow into its flesh. An infested creature takes 1d6 points of damage per round, plus an additional 1d6 points of damage for each failed Reflex save against a rot grub swarm's attack. A successful DC 16 Fortitude 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 round afterward removes the grubs normally. Resurrection and true resurrection destroy the rot grubs when cast.

Death Hazard (Ex): Upon destroying a rot grub swarm, ld6 rot grubs remain, spread throughout the space inhabited by the swarm. These rot grubs behave as the hazard (see page 140 of Dungeonscape). Destroying these remaining rot grubs does not provide any additional experience points.

Skills: A rot grub swarm has a +8 racial bonus on Move Silently checks, and adds its Dexterity modifier instead of its Strength modifier on Climb checks. A rot grub swarm can always choose to take 10 on a Climb check, even if rushed or threatened.

*A rot grub swarm has a +8 racial bonus on Hide checks while inside a corpse of at least Medium size. A rot grub swarm can enter and leave a corpse as part of a single move action.

The Rot Grub first appeared in the Monster Manual (Gary Gygax, 1977).