Plaresh
Medium Fiend chaotic evil
- Armor Class: 15 (natural armor)
- Hit Points: 30 (4d8+12)
- Speed: burrow 30 ft. swim 30 ft. walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: Creature Codex, page 89
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
17 (+3) |
16 (+3) |
6 (-2) |
12 (+1) |
3 (-4) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning; bludgeoning, slashing, and piercing
- Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- Senses: blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 11
- Languages: understands Abyssal but can't speak
Special Abilities
- Grinding Maws: The plaresh can burrow through harder substances such as wood, stone, or even metal. While doing so its burrow speed is reduced to half, and it creates a cluster of bore holes that leaves the material porous and weak. The material has -5 to its AC and half the usual hp.
- Magic Resistance: The plaresh has advantage on saving throws against spells and other magical effects.
- Swarm: The plaresh can occupy another creature's space and vice versa, and the plaresh can move through any opening large enough for a Tiny worm. The plaresh can't regain hp or gain temporary hp.
Actions
- Bites: Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the target is wearing nonmagical armor, the armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.
- Infest Corpse (Recharges after a Long Rest): The plaresh targets one dead humanoid in its space. The body is destroyed, and a new plaresh rises from the corpse. The newly created plaresh is free-willed but usually joins its creator.
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