Disease Carrier. A sea maggot has a 25% chance of carrying a disease determined by the Dungeon Master.
Gastropod. The sea maggot ignores movement restrictions caused by difficult terrain. Additionally the sea maggot can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Shell. As long as the sea maggot is not prone, it has resistance to bludgeoning, piercing, and slashing damage that it takes from non-magical weapons.
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Brine. A creature within 30 feet of the sea maggot that it can see must succeed on a DC 15 Dexterity saving throw, or suffers 10 (3d6) acid damage, has disadvantage on Dexterity saving throws and its speed is halved until the end of its next turn.
Description
Simple-minded creatures that have been enthralled by Pelagic sorcery, sea maggots appear to be mutated Sea Snails and are the closest thing the Pelagics have to domesticated pets. While they are neither fast nor physically strong, they make up for these deficiencies with an incredibly tough shell that can repel even the heaviest of blows and the ability to spit an extremely sticky and disease-ridden slime. This slime ensnares their prey, leaving them open to being slain by their masters.
From DM-Tuz's Horrors of the Dark
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