← Vegepygmy All Monsters Vegepygmy Moldmaker →
Monster

Vegepygmy Chief

Small Plant · Neutral

Volo's Guide to Monsters Page 197
Armor Class 14
Hit Points 33 (6d6 + 12)
Speed Walk 30 ft.
CR 2
STR 14 +2
DEX 14 +2
CON 14 +2
INT 7 -2
WIS 12 +1
CHA 9 -1

Traits

Plant Camouflage

The vegepygmy has advantage on Dexterity () 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. 5 () Slashing damage.

Spear

Melee or Ranged Weapon Attack +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 () Piercing damage, or 6 () 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 . While in this way, a target takes 9 () 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.
Confirmation

Are you sure?