Volo's Guide to Monsters

(Nancy Kaufman) #1

VEGEPYGMIES


Vegepygmies are fungus creatures that live in simple
tribal units, hunting for sustenance and spreading the
spores from which they reproduce.
Primitive Plants. Vegepygmies, also called mold folk
or moldies, inhabit dark areas that are warm and wet, so
they are most commonly found underground or in dense
forests where little sunlight penetrates. A vegepygmy
instinctively feels kinship with other plant and fungus
creatures, and thus vegepygmy tribes coexist well with
creatures such as myconids, shriekers, and violet fungi.
Although they prefer to eat fresh meat, bone, and
blood, vegepygmies can absorb nutrients from soil and
many sorts of organic matter, meaning that 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 rhythmic tap-
ping on the body. 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
The fungus known as russet mold is reddish-brown in
color and found only in places that are dark, warm, and
wet. Russet mold that spreads out across a metal object
can be mistaken for natural rust, and a successful DC 15
Intelligence (Nature) or Wisdom (Survival) check is re-
quired to identify it accurately by sight in such a case.
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 be-
comes poisoned. While poisoned in this way, the creature
takes 7 (2d6) poison damage at the start of each of its
turns, sprouting mold as it takes damage. The creature
can repeat the saving throw at the end of each of its turns,
ending the effect on itselfon a success. Any magic that
neutralizes poison or cures disease kills the infestation.
A creature reduced to O hit points by the mold's poison
damage dies. If the dead creature is a beast, a giant, or a
humanoid, one or more newborn vegepygmies emerge
from its body^24 hours later: one newborn from a Small
corpse, two from a Medium corpse, four from a Large
corpse, eight from a Huge corpse, or sixteen from a Gar-
gantuan corpse.
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 alco-
hol, or a magical effect 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.

Mold Begets Mold. 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. If a beast such as a dog or a bear
dies from russet mold, the result is a bestial moldie
called a thorny result instead of a humanoid-shaped
vegepygmy. Thornies are less intelligent than vegepyg-
mies, but have greater size and ferocity, as well as a
thorn-covered body.
As a vegepygmy ages, it grows tougher and develops
spore clusters on its body. Spore-bearing vegepygmies
are deferred to by other vegepygmies, so outsiders re-
fer to such vegepygmies as chiefs. A chief can expel its
spores in a burst, infecting nearby creatures. If a crea-
ture dies while infected, its corpse produces vegepyg-
mies the same way russet mold does.
No one knows for sure where russet mold came from.
One historical account tells of adventurers in a forbid-
ding mountain range discovering russet mold and vege-
pygmies in a peculiar metal dungeon full of stra,nge life.
Another story says that explorers found russet mold in
a crater left by a falling star, with vegepygmies infesting
the dense jungle nearby.

VEGEPYGMY
Small plant, neutral

Armor Class 13 (natural a rmor)
Hit Points 9 (2d6 + 2)
Speed 30 ft.

STR
7 (-2)

DEX
14 (+2)

CON
13 (+1)

Skills Perception +2, Stealth +4

INT
6 (-2)

WIS
11 (+O)

Damage Resistances lightning, piercing
Senses darkvision 60 ft., passive Perception 12
Languages Vegepygmy
Challenge 1/4 (50 XP)

CHA
7 (-2)

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

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

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

Sling. Ranged Weapon Attack: +4 to hit , range 30/120 ft ., one
target. Hit: 4 (ld4 + 2) bludgeoning damage.
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