Weekly Beastie: Maggot God

Weekly Beastie

maggot-godEvery hero must have a villain. So if you’re running Kind Spiders as misunderstood heroic creatures, what are their natural enemies? The obvious choice (to me anyway) seems to be chaotic insects which pose a greater threat to humanity than spiders themselves. So I made reference to a terrible Insect God in the Kind Spider backstory which could make a good story hook for the GM.

The Maggot God grew out of this concept, a being which acts as the physical manifestation of the Insect God’s presence and a potential boss fight as well. If the players are careless in letting Insect God cultists spread their magics, one of these beings might eat your allies, undergo metamorphosis, and consume its way through the physical planes. Enjoy!

A pay-what-you-want, OGL compatible PDF of the Maggot God can be found at DriveThruRPG. You can also support our Weekly Beasties by giving to our Patreon page. The Beastie itself can be found below:

Large monstrosity, chaotic evil

Armor Class 18 (natural armor)

Hit Points 72 (8d10 + 32)

Speed 20 ft.

STR 20 (+5) DEX 9 (-1) CON 18 (+4) INT 8 (-1) WIS 12 (+1) CHA 7 (-2)

Senses Blindsight 10 ft., Passive Perception 11

Proficiency Bonus +3

Challenge 5 (1,800 XP)

Flatten. The Maggot God shifts its large frame in an attempt to crush a nearby Medium or smaller size character under its bulk. This action may be attempted whenever a character is within 5 ft. Each creature who would be caught within its space after the action must succeed on a DC 9 Dexterity saving throw or be crushed under its frame, taking 3d10 damage per turn. Treat the flattened character as grappled. They may pull themselves free on a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check, or are automatically released if the Maggot God moves to another location.

Devour. The Maggot God attempts a grapple check at +2 to hit. If the grapple check is successful, it may use subsequent actions to make automatically successful Bite attacks against the grappled target until it breaks free or is killed.

When a devour target dies, it is consumed by the Maggot God. The process restores 2d10 to the Maggot God’s health.

Metamorphosis. After consuming five small or medium-sized targets, the Maggot God transforms into a full-fledged spawn of the Insect God. Over the next two turns, it will use its mandibles to tear a hole through physical reality and head to other planes to aid the Insect God’s cause. Any creatures in the room once this process is finished take 3d20 damage from the release of magical energies.


Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 5) piercing damage.

In nature, maggots are immensely useful creatures which help dispose to dead tissue. Under the influence of the Evil Insect God, they can be transformed into something more – a monstrosity used to spread its power and influence over the land. To enemies of the Insect cult, these beings are called Maggot Gods. And while they carry no actual divinity within themselves, the name is not entirely unearned.

Maggot Gods are born into existence at places where Insect cults worship, usually the efforts of a intense devotion or years of sacrifice. The act corrupts an ordinary maggot and lets it grow into an unnatural hulk willing to consume live flesh. A well-prepared cult typically has several sacrificial victims ready for this purpose.

Once the Maggot God has consumed its fill, it undergoes a metamorphosis into a demigod-like being, able to travel planes by eating its way through reality. At this point, most heroes on the physical plane are only able to flee, let alone face its new form, so adventurers are encounraged to destroy all Maggot Gods before this point wherever possible.


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