Shapechanger. The Rot Demon can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Magic Resistance. The Rot Demon has advantage on saving throws against spells and other magical effects.
Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Invisibility. The Rot Demon magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the Rot Demon wears or carries is invisible with it. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A Rot Demon has a 30 percent chance of summoning one Rot Demon or 50 percent chance of summoning 1d4 dretch. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Rot Curse. The Rot Demon spreads a noxious gas to all creatures within 30 ft. of it. All creatures must make a Constitution Saving Throw DC 12. On a Failure, they contract the disease, Demon Rot, and take 2d6 acid damage. If successful then they are immune to the Rot Demon's Rot Curse.