Flying Dung Worms
Medium swarm, unaligned
Armor Class 8
Hit Points 22 (5d8)
Speed 5 ft., climb 5 ft., fly 30'
STR 2 (-4)
DEX 7 (-2)
CON 10 (0)
INT 1 (-5)
WIS 2 (-4)
CHA 1 (-5)
Damage Resistances piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained
Senses blindsight 10 ft.
Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points.
Will usually attack before they are seen.

Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm’s space.
Hit: The target is infested by 1d4 flying dung worms
At the start of each of the target’s turns, the target takes 1d6 piercing damage per worm infesting it. Applying fire to the bite wound before the end of the target’s next 1d4 turn deals 1 fire damage to the target and kills the worm. After this time, these rot grubs are too far under the skin to be burned and the worm must be cut out. The surgeon must make an attack roll at AC 14 to remove the worm. This will do 1d4 points of damage per attempt. If a target infested by worms ends its turn with 0 hit points, it begins to die as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.

These disgusting insects feed on organic matter of any kind, but prefer fresh flesh. They are commonly found in sewers or places where monsters shit. They are the same brownish color as the dung and so require a DC 15 perception roll to spot before they attack.