Kryx RPGThemes
Vegepygmy Chief

Vegepygmy Chief

Small plant
Challenge
2

STR
2
DEX
2
CON
2
INT
−2
WIS
1
CHA
−1

33
6d6+12
16
Soak
1
Fort
+3
Ref
+3
Will
+0
Defense note natural armor
Damage resistances lightning, piercing

Speed 5 m.
Skills Insight +1 (12), Perception +2 (13), Primal +2 (13), Stealth +3 (14)
Senses darkvision 10 m.
Languages Vegepygmy

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

Regeneration. The vegepygmy chief regains 5 health at the start of each of its turns. While the vegepygmy chief is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If the vegepygmy chief takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy chief’s next turn. The vegepygmy chief dies only if it starts its turn with 0 health and doesn’t regenerate.

Spellcasting. The vegepygmy chief uses Primal (Wis) to cast spells (spell save Difficulty 11, +2 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will): poison spray

1 mana: confusion poison, detect poison, envenomed weapon, poison burst, poisoning strike, protection from poison, putrefy food and drink, sicken, slowing poison, toxic fumes

Actions (2)

Claws (2/turn). Melee Weapon Attack: +3 to hit. Hit: 5 (1d6 + 2) slashing damage.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 1 m. or range 3/10 m. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Spores (1/long rest). A 5-meter radius cloud of toxic spores extends out from the vegepygmy chief. The spores spread around corners. Each creature in that area that isn’t a plant must succeed on a Difficulty 12 Fortitude saving throw or be poisoned. While poisoned in this way, a target takes 18 (4d8) 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.

Forest, Swampvgtm

Spells

As an action, you extend your hand toward a creature that you can touch or see within 5 meters and project a puff of noxious gas from your palm. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 poison damage and has disadvantage on the next attack roll it makes before the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, your poison assaults and twists a creature’s minds, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 meters. The target must succeed on a Fortitude saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

(ritual); concentration, 5 minutes/mana

As an action, you can sense the presence and location of poisons and poisonous creatures within 5 meters of you. You also identify the kind of poison or poisonous creature in each case. The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt

concentration, 5 minutes/mana

As an action, a weapon you touch drips with poison. For the duration, the weapon deals an extra 1d4 poison damage when it hits.

If the attack misses by 4 or less, the weapon deals half as much damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to cause an additional weapon you touch to drip with poison.

As a reaction, which you use when you are hit by an attack, poison bursts from your skin. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 4d6 poison damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 4d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability poison damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or it is poisoned for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

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

Augment

You can increase the damage by 3d8 for each additional mana expended.

1 hour/mana

As an action, you have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to the poisoned condition and poison damage.


Dampen Poison

1

As a reaction, which you use when you take poison damage, you gain resistance to poison damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes poison damage. The creature gains the resistance instead.

(ritual)

As an action, all nonmagical food and drink within a sphere centered on a point of your choice within 5 meters is putrefied. If a creature consumes the putrefied food or water it must make a Fortitude saving throw.

On a failure, it takes 1d8 poison damage and is poisoned for 1 hour.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Every 10 minutes, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Augment

You can increase the damage by 1d8 for each additional mana expended.

concentration, 1 minute/mana

As an action, sickening greenish energy lashes out toward a creature within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 3d10 poison damage and is poisoned for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment

You can increase the damage by 4d10 for each additional mana expended.

concentration, 1 minute/mana

As an action, your poison slows the processing and reaction time of a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude saving throw against poison or be slowed 1 for the duration.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana to increase the slowed level by 1.

As an action, a green mist shoots forth from your outstretched hands. Each creature in a cone or line must make a Fortitude saving throw.

On a failure, it takes 2d10 fire damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 1d10 for each additional mana expended.