Vegepygmies

Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they're most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as myconid adults, shriekers, and violet fungi.

Jump to: Vegepygmy | Vegepygmy Chief | Thorny Vegepygmy

Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.

Russet Mold

Few know for sure where russet mold came from. One historical account tells of adventurers in a mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the forest nearby.

The mold is found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it.

Effects of the Mold. Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature is poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold dies. If the dead creature is a Beast, a Giant, or a Humanoid, one or more vegepygmies emerge from its body 24 hours later: one from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.

Destroying the Mold. Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or magic that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area.


Vegepygmy

Typical vegepygmies originate from the remains left behind when a Humanoid or a Giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later.

Vegepygmy

Small plant, Typically Neutral


  • Armor Class 13 (natural armor)
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 13 (+1) 6 (-2) 11 (+0) 7 (-2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances lightning,piercing
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +2,Stealth +4
  • Senses darkvision 60 ft.,passive Perception 12
  • Languages Vegepygmy
  • Challenge 1/4

Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.

Regeneration. The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


Vegepygmy Chief

As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Other vegepygmies defer to these so-called chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does.

Vegepygmy Chief

Small plant, Typically Neutral


  • Armor Class 14 (natural armor)
  • Hit Points 33 (6d6 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 7 (-2) 12 (+1) 9 (-1)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances lightning,piercing
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +3,Stealth +4
  • Senses darkvision 60 ft.,passive Perception 13
  • Languages Vegepygmy
  • Challenge 2

Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.

Regeneration. The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The vegepygmy makes two Claw attacks or two melee Spear attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn't a Plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Thorny Vegepygmy

If a Beast such as a dog or a bear dies from russet mold, the result is a bestial moldy called a thorny, instead of a bipedal vegepygmy. Thornies are less intelligent than other vegepygmies, but they are larger and more ferocious and have thorn-covered bodies.

Thorny Vegepygmy

Medium plant, Typically Neutral


  • Armor Class 14 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 6 (-2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances lightning,piercing
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +4,Stealth +3
  • Senses darkvision 60 ft.,passive Perception 14
  • Languages --
  • Challenge 1

Plant Camouflage. The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.

Regeneration. The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate.

Thorny Body. At the start of its turn, the thorny deals 2 (1d4) piercing damage to any creature grappling it.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage.