Vegepygmy Moldmaker

Quests from the Infinite Staircase p. 218

Size
Small
Type
plant
Alignment
typically neutral
AC
15 (natural armor)
Hit Points
44 (8d6+16)
Speed
walk 30 ft.
Saving Throws
Wis +5, Int +2
Skills
Stealth +4, Perception +5
Resistances
lightning, piercing
Senses
darkvision 60 ft.
Passive Perception
15
Languages
Vegepygmy
Challenge
3
STR
10
+0
DEX
14
+2
CON
14
+2
INT
10
+0
WIS
16
+3
CHA
11
+0

Traits

Proficiency Bonus

+2

Plant Camouflage

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

Regeneration

The vegepygmy regains 7 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.

Claw

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) slashing damage.

Toxic Mold (2/Day)

The vegepygmy targets a creature it can see within 60 feet of itself. If the target isn't a vegepygmy, it must make a DC 13 Constitution saving throw. On a failed save, the target takes 13 (3d8) poison damage and has the blinded and deafened conditions for 1 minute as it becomes covered in a thick layer of mold. On a successful save, the target takes half as much damage only.

The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

recharge

2/DAY

Other data

description