Vegepypmy (CR 1)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, Listen +4, and Spot +4
AC: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Hit Dice: 2d8 (8 hp)
Fort +3, Ref +2, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -8
Attack: Claw +2 melee; or Medium-size longspear +2 melee
Full Attack: Claw +2 melee; or Medium-size longspear +2 melee
Damage: Claw 1d4; or Medium-size longspear 1d6
Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 10, Cha 9
Special Qualities: Plant, immunity to piercing weapons, electrical immunity
Skills: Hide +5*, Listen +4, Move Silently +5, and Spot +4
Advancement: 3-6 HD (Small)
Climate/Terrain: Warm forest and underground
Organization: Gang (4-9), band (10-100 plus 2-5 bodyguards of 3 HD each, 1-5 HD sub-chief, and 1-6 HD chief per 50 vegepygmies), war band (10-24 with 1-4 thornies), or tribe (30-300 plus 2d5+3 HD bodyguards, 1d5 HD sub-chief, and 1d6 HD chief per 50 vegepygmies, and 10-24 thornies)
Immunity to Piercing Weapons (Ex): Vegepygmies take no damage from piercing weapons.
Electrical Immunity (Ex): Vegepygmies take no damage from electricity.
Skills: Vegepygmies receive a +4 racial bonus to Hide, Listen, Move Silently, and Spot checks. *They receive a +12 bonus to Hide checks when in a swampy or forested areas.
The vegepygmy attacks using either its claws or weapons, usually a longspear or club. They prefer a direct frontal assault as opposed to an ambush or sneak attack.
The vegepygmy is the result of a victim slain by russet mold (q.v.). The lesser vegepygmies make up the workers and guards of the tribe, while the greater vegepygmies are the chiefs and leaders.
They appear as 3-foot tall, bipedal creatures with sharp thorny claws. Their shoulders, abdomens, and limbs are fringed with leaf-like tendrils. Their heads have a topknot of leaves.
Vegepygmies do not speak, but do communicate with each other by tapping on their chests, or on trees or stones.
The Vegepygmy first appeared in module S3 (Gary Gygax, 1980).