Vegepygmy Chief

This creature resembles a humanoid with green vegetable-like skin and razor-sharp claws. Its head sports two large yellow eyes, a wide mouth, inset nose, and a topknot of dark brown leaves. Leafy tendrils protrude from its shoulders, midsection, arms, and legs.

Vegepygmy Chief CR 6

XP 2,400
N Medium plant (fungus)
Init +1; Senses low-light vision; Perception +17

DEFENSE

AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 76 (9d8+27 plus 9)
Fort +9, Ref +4, Will +5
DR 5/bludgeoning or slashing; Immune electricity, plant traits

OFFENSE

Speed 30 ft.
Melee 2 claws +11 (1d6+5) or mwk spear +13/+8 (1d8+7/x3)
Ranged mwk spear +9 (1d8+5/x3)
Special Attacks spores

TACTICS

Vegepygmies attack with claws or weapons, usually either a longspear or club. They prefer to ambush opponents, using their coloration to blend with their natural surroundings.

STATISTICS

Str 21, Dex 12, Con 17, Int 12, Wis 15, Cha 16
Base Atk +6; CMB +11; CMD 22
Feats Cleave, Power Attack, Skill Focus (Perception), Toughness, Weapon Focus (spear)
Skills Diplomacy +4, Intimidate +8, Perception +17, Stealth +17 (+25 in forested or swampy areas), Survival +5; Racial Modifiers +4 Stealth (+12 in forested or swampy areas)
Gear masterwork spear

SPECIAL ABILITIES

Spores (Ex)

The chief is the only vegepygmy with a spore attack. As a standard action, a chief vegepygmy can release a cloud of spores in a 40-foot spread. A living creature caught within the cloud must succeed on a DC 17 Fortitude save or be paralyzed for 2d6 rounds. After the paralysis wears off, the character must succeed on another DC 17 Fortitude save or take 3d6 points of Constitution damage. This save DC is Constitution-based. At Constitution 0 a creature dies, and rises as a 4 HD vegepygmy bodyguard in one day. If a remove disease spell is cast on a paralyzed victim before the paralysis wears off, he does not have to attempt the second Fortitude save and takes no Constitution damage.

ECOLOGY

Environment any underground
Organization band (1 plus 1 subchief, 2-8 bodyguards, 4-7 guards, 6-10 workers) or tribe (30-300 commoners plus 2-8 guards, 2-8 bodyguards, 1 subchief per 50 commoners, 1 chief per 100 commoners, 10-24 thornies, 1-4 patches of russet mold, 1-3 shriekers)
Treasure standard

When a living creature is slain by russet mold (see that entry), it rises as a vegepygmy commoner. Vegepygmies are low-intelligence plants that make their home deep in the forests or underground away from most settled areas. They are hunters and scavengers, and carnivorous, preying on living creatures weaker than themselves.

A vegepygmy ranges from two feet to four and a half feet tall. Though they do not seem to have ears, it is well known that vegepygmies can hear.

Vegepygmies do not speak, but communicate with others of their kind by thumping their chest or rapping their spears on rocks, earth, or some other solid surface. It is not known if or how they communicate with other creatures.

Section 15: Copyright Notice

Vegepygmy Chief from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

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