Kryx RPGThemesCreatures
Vegepygmy

Vegepygmy

Small plant
Challenge
¼

STR
−2
DEX
2
CON
1
INT
−2
WIS
0
CHA
−2

9
2d6+2
15
Fort
+2
Ref
+1
Will
−1
Defense note natural armor
Damage resistances lightning, piercing

Speed 5 m.
Skills Insight +0 (11), Perception +2 (13), Primal +2 (13), Stealth +4 (15)
Senses darkvision 10 m.
Languages Vegepygmy

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

Regeneration. The vegepygmy regains 3 health at the start of its turn. While the vegepygmy is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. 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 health and doesn’t regenerate.

Spellcasting. The vegepygmy uses Primal (Wis) to cast spells (spell save Difficulty 10, +2 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) 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, protection from poison, putrefy food and drink, ray of sickness, slowing poison, toxic fumes

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 5 (1d6 + 2) slashing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 5/20 m. Hit: 4 (1d4 + 2) bludgeoning damage.

Forest, Swampvgtm

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.