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The Spillgut

DecayIt fromFeels WithinEverything

It wasn't an attack—not at first. It began as a convulsion, the corpse doubled over, chest heaving like bellows stoking an unseen furnace. Then its jaw snapped open, and that burning, foul liquid spewed forth, melting through wood, steel, and flesh alike. I still dream of the sound—like boiling tar poured from a rusted kettle.

TheAmong creaturesthe commonlyhorrors calledbirthed Rotspittersin arethe anfestering especially grotesque manifestationtide of the RotmireBlight, Blight.few evoke as much unease as the Spillgut.

Unlike the more common Shambler or Drowned, the Spillgut is not simply a rotting corpse driven to motion—it is a sentinel. These creatures patrol Blighted grounds with a grotesque, crawling grace, moving not on feet, but on inverted limbs and bloated muscle, bent backwards like broken toys. Their bodiestorsos wereare oncetorn human,wide nowopen, twistedtheir entrails repurposed into a living network of prehensile, twitching tendrils that slither across the ground like worms searching for sound. These viscera are not idle—they feel, listen, and seek.

The Spillgut does not rely on sight or sound to detect intruders. Instead, it senses vibrations, shifts in pressure, or the faintest splash of water disturbed by thea relentlesscareless decayfoot. Step too close, and corruptionthe tendrils will stiffen and rise like cobras before the Spillgut lets out its piercing shriek—a wet, ragged cry that definesechoes through the plague. Unlike typical shamblers, however, their internal rot has mutated, producing potent, acidic bile within their throatsfog and chests,calls eatingthe themdead awayto from within even as it serves as their most fearsome weapon.feast.

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RotspittersSpillguts appearare asrarely hunched,found emaciatedalone. undead,They stalk ruined workyards, flooded tunnels, or collapsed settlements in the Pale and other high-infestation zones. Their primary role appears to be warning and enhancing nearby Blightborn, making them battlefield priority targets when a fight breaks out.

In combat, a Spillgut’s tendrils lash out with shocking reach, striking enemies from up to 15 feet away. These attacks aren’t just physical—they grapple, trip, and drag prey closer. But the true threat lies in their fragileScreech, formsa barelypulse of Blighted resonance that empowers nearby undead with increased ferocity. Allies hit by the call lurch faster, bite harder, and resist damage longer—suggesting some kind of hive influence through resonance or shared rot memory.

If the creature is eliminated, its unnatural effect dissipates. Spillguts are relatively fragile—but allowing one to cry out even once can shift the balance of a small encounter into a nightmare.

Spillguts are susceptible to stealth-based ambushes and ranged attacks, especially when unaware. While their detection radius is wide, they often focus attention on the first intruder they detect—allowing for tactical distractions and flanks.

If caught unaware, a coordinated group may be able to supportkill theirone own weight. Skin hangs loosely over jutting bones, and their limbs are gnarled, warped by the Blight’s cruel grip. The most distinctive—and disturbing—feature of these abominations is their throats and upper torsos, grotesquely swollen with acidic fluid, throbbing and convulsing visibly beneath paper-thin, blistering skin. Their slack, perpetually open mouths drip continuously with corrosive, greenish-black bile, sizzling audibly asbefore it poolsscreeches, around their feet, melting small pits into stone or wood.

They dwell primarily in elevated, secluded positions—on battlements, in trees, atop dilapidated buildings—always choosing terrain that allows them to safely unleash their corrosive payload from afar. Rotspitters instinctively avoid direct confrontation, shambling away clumsily if forced into close combat, driven only by an instinctive need to release the painful internal pressure that builds endlessly inside their decaying frames.

Encounters with Rotspitters are tense affairs, forcing travelers to manage line-of-sight and move tactically under cover to avoid their caustic projectile attacks. Adventurers who underestimate their capabilities or hesitate too long find their armor and flesh burned by an agonizing, sticky bile that clings persistently, dissolving their protections and weakening their bodies.

Veteran explorers warn of their final, dreadful retaliation: upon being slain,avoiding a Rotspitter’sfull-blown corpse ruptures violently, spraying nearby foes with its remaining internal reservoir of acid. This final spiteful eruption ensures that even victorious adventurers must carefully consider the cost of their triumph, reinforcing the necessity of ranged combat and strategic positioning.

Stories of Rotspitters carry beyond battlefields into tales whispered around desperate campfires—grim reminders of how even after death, humanity continues to twist and suffer under the Rotmire Blight’s relentless advance. They serve as potent symbols of Faulmoor’s unending decay, teaching travelers never to underestimate how far the corruption can spread, nor the grotesque forms it can create.escalation.


Stat Block

Medium undead, unaligned

Armor Class: 14 (natural armor)
Hit Points: 15 (3d8 + 2)
Speed: 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 3 (-4) 10 (+0) 5 (-3)

Damage Immunities: Poison
Condition Immunities: Poisoned, Exhaustion
Senses: Darkvision 60 ft., Passive Perception 10
Languages:
Challenge: 1 (200 XP)

Special Traits
  • Intestinal Feelers:
    The Spillgut exudes bloated intestinal tendrils from a gaping tear in its stomach, crawling blindly along the ground in a 15-foot radius. This area is considered difficult terrain for non-Blightborn creatures. The tendrils react to movement, air currents, and sound, making stealth extremely difficult around them.

  • Inhuman Screech (1/day):
    As a bonus action, the Spillgut unleashes a wet, piercing scream from its distended torso. All Blightborn within 120 feet gain the effects of Bless for 1 minute (add 1d4 to attack rolls and saving throws). This effect cannot stack.

    All non-Blightborn creatures in the same radius must succeed on a DC 13 Wisdom saving throw or suffer the effects of Bane (subtract 1d4 from attack rolls and saving throws) for the same duration. This effect cannot stack.

    If the Spillgut is killed, these effects end immediately.
Actions
  • Tendril Slam: 
    Melee Weapon Attack: +4 to hit, reach 15 ft., one target.
    Hit: 8 (1d10 + 2) bludgeoning damage.