THE SHARED REFERENCE Adventurer

Monster

Vegepygmy Chief

Outside your table’s allowed sources

Official reference · VGM · 2014

Creature type
Plant
Size
Small
Armor class
14 (natural armor)
Hit points
33 (6d6 + 12)
Speed
Walk 30 ft.
Challenge rating
2
Alignment
Neutral
Strength
14
Dexterity
14
Constitution
14
Intelligence
7
Wisdom
12
Charisma
9
Passive Perception
13
Skills
perception: +3; stealth: +4
Senses
darkvision 60 ft.
Languages
Vegepygmy
Resistances
lightning, piercing

Traits

Plant Camouflage

The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

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 attacks with its claws or two melee attacks with its spear.

Claws

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

Spear

Melee Weapon 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.

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