Vegepygmy Chief 5e: Monster Guide for 5th Edition D&D

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 vegepyg mies the same way russet mold does.

Small Plant, Typically Neutral

Proficiency Bonus: +2
Armor Class: 14 (Natural Armor)
Hit Points: 33 (6d6 + 12)
Speed: 30 ft.

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

Skills: Perception +3 , Stealth +4

Damage Resistances: lightning, piercing

Senses: darkvision 60 ft., passive Perception 13

Languages: Vegepygmy

Challenge: 2 (450 XP)

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): Al 5-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.

Frequently Asked Question of Vegepygmy Chief

Some people ask about the Vegepygmy Chief, so here is the answer;

1. What Does Vegepygmy Chief Do In DND?

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 vegepyg mies the same way russet mold does.

2. Can Vegepygmy Chief Regenerate In DND?

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.

3. How Does Vegepygmy Chief Make Attacks?

Al 5-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.

4. Does Vegepygmy Chief Have Darkvision?

Yes.

Vegepygmy Chief have darkvision, and it has darkvision 60 ft.

5. What Book Is Vegepygmy Chief In?

Vegepygmy Chief can be found in the sourcebook of Mordenkainen’s Monster of the Multiverse, and its full details are detailed in the book.

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