Rotmire

Old gravekeepers whisper that the Rotmire grew from a fevered necromancer's attempt to trap death in a vessel. When the ritual failed, death itself pooled and learned to feed. Local legends say the ooze remembers faces it has eaten, forming pale impressions like scars on its surface.

HP136AC16SPD40 ft., Climb 20 ft. (can crawl over vertical surfaces and ceilings like a spider), Can move through a space as narrow as 1 inch wide without squeezingCR9PerceptionStealth
STR
18
save
DEX
8
CON
20
save
INT
6
WIS
12
CHA
6
Amoebic Form. The Rotmire can move through a space as narrow as 1 inch wide without squeezing. It is immune to effects that require a corpse to function unless it chooses otherwise.
Undead Nature. The Rotmire does not require air, food, or sleep.
Death Rot Aura. When the Rotmire starts its turn, each creature of its choice within 10 feet takes 7 () necrotic damage as its corrosive ichor oozes. Creatures that end their turn in contact with the Rotmire must succeed on a Constitution saving throw or contract Necrotic Death Rot (see Corrosive Rot Breath for effects).
Corpse Consumption. If the Rotmire devours a corpse (via Engulf or by spending an action), it regains 30 hit points. The Rotmire can devour only one corpse per round.
Necrotic Predilection. The Rotmire is vulnerable to radiant damage. It has advantage on saving throws against effects that would restore it to life.
Multiattack. The Rotmire makes two pseudopod slam attacks.
Pseudopod Slam. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () bludgeoning plus 14 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or gain a rot mark that deals 7 () necrotic damage at the start of each of its turns until the mark is removed by a lesser restoration, heal, or similar magic. A marked target that dies while bearing the mark becomes a rotten husk; the Rotmire can use its Corpse Consumption trait to regain hit points by devouring such husks.
Engulf. The Rotmire attempts to swallow a Medium or smaller target it has grappled. The target must succeed on a Dexterity saving throw or be engulfed, restrained, and blinded, and at the start of each of the Rotmire's turns the engulfed creature takes 21 () necrotic damage. An engulfed creature can use an action to make a Strength check to escape. If the Rotmire kills a creature this way, it can instantly consume the corpse and regain 30 hit points.
Corrosive Rot Breath. Recharge 5 6. The Rotmire exhales a wave of black ichor in a 30-foot cone. Each creature in that area must make a Constitution saving throw, taking 45 () necrotic damage on a failed save, or half as much on a successful one. Failed save also renders the target diseased with Necrotic Death Rot: the target suffers 10 () necrotic damage at the end of each of its turns and has disadvantage on Death saving throws. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Adhesive Tendril. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () necrotic damage, and the target must succeed on a Strength saving throw or be knocked prone and stuck to the Rotmire for 1 minute. A creature stuck to the Rotmire can use an action to attempt the Strength save again, ending the effect on a success.
Reactive Oozing. Reactive Oozing. When a creature within 5 feet hits the Rotmire with a melee attack, the attacker takes 7 () necrotic damage as a gout of ichor splashes back.
Pseudopod. Slam. The Rotmire makes one pseudopod slam attack.
Create Mire (Costs 2 Actions). Create Mire. The Rotmire causes a 10-foot-radius area of sticky necrotic sludge centered on a point it can see within 30 feet. The area is difficult terrain and creatures that enter or start their turn there must succeed on a Strength saving throw or be restrained until they spend an action to pull free. The area lasts 1 minute.
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