# 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.