5e SRD >Creatures >

Simpering Maggot

Medium fiend, neutral evil

Armor Class 13 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 25 ft.

15 (+2) 10 (+0) 14 (+2) 7 (–2) 12 (+1) 8 (–1)

Skills Perception +3
Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Common, Infernal
Challenge 2 (450 XP)


  • Surge Forward. When it reduces a creature to 0 hit points with a melee attack on its turn, the maggot can use a bonus action to take the Dash action.


  • Multiattack. The maggot makes two slam attacks.
  • Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.


  • Flinch and Hunker. The maggot gains a +2 bonus to its AC against one melee attack that would hit it. To do so, the maggot must see the attacker.


This distorted humanoid bears layers of gruesome scars and stands with a hunched posture, as though to shield itself from a beating.

The most powerful void maggots come from those mortals that retain a shred of intelligence throughout the horrifying reforging process. These maggots are still mentally broken down to become subservient creatures, but they can plan ahead better than other maggots and can learn from their experiences. Despite their greater intellect and power, they constantly fawn for their masters’ favor and compete against each other for their master’s scraps or compliments. Some fiends use simpering maggots to lead other teams of lesser maggots in endeavors that require a modicum of tactical thinking, while others deploy mobs made entirely of simpering maggots for missions that require greater stealth or flexible planning. Many fiends won’t use simpering maggots at all, however, as they find the incessant groveling irritating.

Section 15: Copyright Notice

Sandy Petersen’s Planet Apocalypse, © 2021, Petersen Games.

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