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Vegepygmy
By Teos Abadia
Illustration by Nicole Cardiff
Five brave heroes went forth to examine the disturbance the fiery crash of one of these plane-shifting vessels
that had spawned so many fell beasts. Only Eswen sometimes brings vegepygmies to a world.
returned, and she nearly insane. Accompanying her was a The first recorded appearance of vegepygmies
short creature most strange, made of plant and too primi- coincides with a long-ago cometfall. Many previously
tive to speak. It watched over her, but on the day Eswen unknown creatures were observed in the vicin-
finally passed, it departed into the Dim Forest. It was never ity, lending credibility to theories of an extraplanar
seen again. origin. How the creatures survive such cataclysmic
— From the records of Yuleth, events is unknown.
Servant of Azmekidom, Grand Duchy of Geoff
E NVIRONMENT
A plant creature that shuns civilized lands, the
vegepygmy is often incomprehensible to other sen- Regardless of origin, a tribe of vegepygmies splits and
tient beings. The creatures’ diminutive size, bizarre migrates from its initial location after reaching suf-
appearance, and crude ways belie a vicious nature— ficient size. Each group travels to a safe place that can
as well as the ability of vegepygmies to forever support its numbers, settling in a moist cavern near
change those who meet them. the surface, a wet forest, or, more rarely, a swamp.
This process continues indefinitely, with the tribe
ORIGINS splitting and some individuals moving on whenever it
becomes too large for its current location.
Some sages claim that vegepygmies are spawned Migrations are conducted in secret, under cover
when shooting stars or comets crash down from of darkness, in dense forests, or below ground. A
the skies. Such celestial events have caused some to migrating tribe never travels close to civilized areas.
speculate that vegepygmies are divine in origin, sent Each migration is as short in distance as possible. The
by the gods to serve some purpose. Many scholars creatures seek only a suitable food supply and proper
disagree with this theory, since no divination magic shelter, while being able to avoid dangerous creatures
has been able to link these creatures to any deity. (including other humanoids).
Those who are aware of the existence of spelljammers
(Manual of the Planes, pages 20 and 159) postulate that
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P HYSIOLOGY Reproduction
Vegepygmies lack gender and have no obvious repro-
VEGEPYGMY HISTORY Vegepygmies are humanoid in shape and vary in
ductive organs. Instead, they reproduce much as
height from 2 feet to 4½ feet. Their muscular frames
The vegepygmy first appeared in Gary Gygax’s some plants do. The larger ones split in half when
are tightly covered with skin consisting of plant
classic AD&D adventure, S3 Expedition to the they die, creating new individuals that are similar to
matter. A vegepygmy’s face has a large wrinkled
Barrier Peaks. The adventure’s premise was that a the original but smaller. This process seems to hand
mouth with pursed lips, and its large, lidless, oval-
spaceship crash-landed in the Duchy of Geoff, in down memories from previous generations, helping to
shaped eyes gather light remarkably well. A subtle
the WORLD OF GREYHAWK® campaign setting. The create a more cohesive tribe.
ridge replaces the nose and is sometimes missing
spaceship was a section of a much larger vessel, Some vegepygmies release clouds of rust-colored
altogether. Thin, long leaves and tendrils resembling
cast off decades earlier in hopes of preventing the spores, which give rise to the hazardous terrain
hair cover the shoulders and arms, hang from the
spread of a deadly plague. Though the crew per- known as russet mold (see below). This spore pro-
abdomen, and are gathered into a topknot on the
ished and the plague died out, a large number of duction increases during certain periods, creating
creature’s head. The tendrils wave strangely, as if
alien creatures and robots remained at the crash patches of russet mold throughout the tribe’s lair.
moved by an unfelt wind. Vegepygmies’ hands are
site. Many new monsters were introduced for the A living nonplant creature that comes into con-
relatively strong and end in hard, thornlike claws.
first time in this adventure, the vegepygmy being tact with or inhales the spores can become infected,
Some individuals have mottled gray skin with
one of the most memorable. slowly transforming into plantlike material. This is a
black tendrils, and others feature splotches of green
Vegepygmies sprang from the remains of painful process, weakening and draining the creature
color and brown tendrils. These distinct colorations
humans and other creatures altered by radia- until it dies, giving rise to a new vegepygmy.
separate vegepygmies into tribes and generally
tion (and radioactive russet mold). Hordes of the dictate their habitat. Gray-black vegepygmies live
creatures in two different tribes awaited explor- underground, while green-brown ones inhabit forests. Russet Mold
ers. Their chieftains were formidable opponents, A vegepygmy’s coloration matches its favored terrain, Vegepygmy spores released into the air eventually
especially because they wielded alien technology. making it all but invisible to potential prey. settle to form a rust-colored patch with a lumpy tex-
The vegepygmy (or mold man) was later an The creatures are completely unharmed by light- ture resembling that of cold porridge. The surface is
entry in the original AD&D Monster Manual II ning, which passes through them and dissipates covered in wispy growths that move in the wind and
and in the 2nd Edition Monstrous Compendium. within the ground. As plant creatures with primitive discharge more spores into the air. A successful DC
Before this article, the latest incarnation of the brains, vegepygmies are also not susceptible to charm 15 Dungeoneering or Nature check allows a charac-
vegepygmy appeared in the Famine in Far-Go™ effects. ter to identify russet mold.
expansion for the D&D® GAMMA WORLD™ Role- Effect: Any nonplant creature that starts its turn
playing Game. in a square of russet mold must make a saving throw
at the end of the encounter. If the saving throw fails,
the target contracts russet mold contagion (stage 1).
If a square of russet mold takes any acid damage
or radiant damage, it is destroyed. The Cure Disease
ritual also destroys russet mold. Divide the result of
the Heal check made for the ritual by 5 to determine
the number of squares cleared (minimum 1 square).
The affected squares must be within 10 squares of
the ritual’s performer.
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The Ecology of the Vegepygmy
Russet Mold Contagion Level 5 Disease BEHAVIOR AND CULTURE Green-brown vegepygmies favor forest habitats and
are primarily carnivorous. They generally ally with
Those infected sprout red-brown mold that transforms tissue
into plant matter. A victim’s death gives rise to a plant crea- Vegepygmies demonstrate minimal intelligence. thornies (see “Enemies and Allies”) and are slightly
ture known as a vegepygmy. Their primitive culture revolves around finding food more aggressive than other vegepygmies. A tribe with
Stage 0: The target recovers from the disease. and growing the tribe. The creatures care little for this coloration has a larger population of hunters.
Stage 1: While affected by stage 1, the target exhibits patches the quality of food—they eat meat and plant matter Gray-black vegepygmies live predominantly
of red-brown mold and tendrils over 10 percent of the body, alike, even if it is raw or going to rot. A tribe is highly underground, are primarily vegetarian, and associate
and the target loses a healing surge.
aggressive and territorial, even turning against with fungi as both crops and allies (especially shriek-
Stage 2: While affected by stage 2, the target’s skin becomes
green or brown, resembling plant matter. The target loses
another tribe when food supplies dwindle. ers; see below). They are slightly less violent than
two healing surges and takes a –2 penalty to AC, Fortitude, green-brown vegepygmies, and a tribe usually con-
and Will.
Stage 3: While affected by stage 3, the target’s skin is altered
Tribal Roles tains a large number of scavengers.
Tribes of different colorations rely on different
as in stage 2, and its hair changes to resemble plantlike Vegepygmies live in tribes consisting of thirty to fifty resources and are less likely to compete against each
tendrils. The target loses all healing surges, cannot regain individuals. Once a tribe’s population exceeds this other. Thus, they can live in the same area and might
hit points, and takes a –2 penalty to AC, Fortitude, Will, and range, it splits into two groups, with at least one migrat- unite against a common foe.
Constitution-based ability and skill checks. The target still ing to a new home. A given tribe has a single chief,
makes Endurance checks against the disease, but the stage always the largest member, that usually lives alone and
cannot decrease even on a successful check. If the target dies
while at this stage, a vegepygmy hunter (see below) emerges
claims any treasure the tribe finds. Subchiefs or a sha- Communication
in its former space.
manic witch doctor sometimes help the chief impose Having only a rudimentary vocal apparatus, most
Check: At the end of each extended rest, the target makes an order. Hunters and scavengers supply the tribe’s food. vegepygmies lack the ability to speak. They issue
Endurance check. Hunters set up ambushes to secure fresh meat. sharp grunts only out of great urgency, fear, or rage.
10 or Lower: The stage of the disease increases by 1. If at They also coordinate the tribe’s defenses and con- Most of the time they communicate through a system
stage 3, the target dies. duct raids against strong foes. Hunters create simple of chest thumps and slaps.
11–14: No change. wooden or stone weapons such as clubs, axes, spears, Some evidence suggests that vegepygmies can
15 or Higher: The stage of the disease decreases by 1.
and javelins. Scavengers search for decomposed learn a language. Scraps of metal bearing strange
matter to use as fertilizer for the edible moss and inscriptions have been found in some tribes’ treasure
A vegepygmy that comes to life in this way from
fungi they grow. They also collect carrion to supple- pits. Perhaps the creatures lost the ability to use lan-
an adventurer’s corpse usually retains none of that
ment the tribe’s diet. Scavengers seldom use weapons, guage long ago but could regain it through ancestral
character’s memories, and it is likely to flee from the
preferring their thorny claws. memories passed on during the reproductive process.
others. However, you can modify this situation to suit
Regardless of station, all vegepygmies hold as sacred The members of the tribe most likely to have the
your campaign. The new vegepygmy could recognize
the duty of expanding the tribe through their death. ability to speak are the chief and the witch doctor.
its former companions and bond with the party. At
They celebrate ancestors who have given rise to many
your discretion, it might even be able to speak.
generations of tribe members, and they shun individuals
that refuse to offer their lives and help the tribe grow.
Religion
Vegepygmies’ religious practices are centered on cer-
tain objects that are considered to be sacred relics.
Coloration Some of these relics are made of unknown materi-
The variety in vegepygmy coloration seems to corre- als, and a few are dangerous weapons. No one knows
late with several cultural and ecological differences, what gods or ancient powers might have created these
likely due to distinctive qualities of the preferred hab- items, but they seem to be fickle: The sacred relics
itat for each group. have led to the death of many a chief.
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Vegepygmy Hunter Level 4 Brute Vegepygmy Chief Level 6 Brute (Leader) Vegepygmy Witch Doctor Level 5 Controller
Small natural humanoid (plant) XP 175 Small natural humanoid (plant) XP 250 Small natural humanoid (plant) XP 200
HP 63; Bloodied 31 Initiative +6 HP 85; Bloodied 42 Initiative +6 HP 65; Bloodied 32 Initiative +4
AC 16, Fortitude 16, Reflex 17, Will 15 Perception +4 AC 18, Fortitude 19, Reflex 18, Will 18 Perception +11 AC 19, Fortitude 17, Reflex 16, Will 18 Perception +6
Speed 6 (forest walk) Low-light vision Speed 6 (forest walk) Low-light vision Speed 6 (forest walk) Low-light vision
Immune charm, lightning Immune charm, lightning Immune charm, lightning
TRAITS TRAITS TRAITS
Adaptive Coloration O Tribal Fury F Aura 2 Adaptive Coloration
If it has partial concealment, the hunter can make a Stealth Plant allies in the aura gain a +2 bonus to damage rolls. If it has partial concealment, the witch doctor can make a
check to become hidden. Adaptive Coloration Stealth check to become hidden.
STANDARD ACTIONS If it has partial concealment, the chief can make a Stealth STANDARD ACTIONS
m Handaxe (weapon) F At-Will check to become hidden. m Spear (weapon) F At-Will
Attack: Melee 1 (one creature); +9 vs. AC STANDARD ACTIONS Attack: Melee 1 (one creature); +10 vs. AC
Hit: 3d6 + 4 damage. m Spear (weapon) F At-Will Hit: 2d8 + 4 damage, and the target falls prone.
R Handaxe (weapon) F At-Will Attack: Melee 1 (one creature); +11 vs. AC r Grasping Vine F At-Will
Attack: Range 10 (one creature); +9 vs. AC Hit: 2d8 + 8 damage. Attack: Ranged 10 (one creature); +8 vs. Reflex
Hit: 2d6 + 6 damage, and the target falls prone. MINOR ACTIONS Hit: 2d6 + 6 damage, and the target is slowed (save ends).
TRIGGERED ACTIONS C Commanding Chest Thump F Recharge 5 6 A Rampant Growth (poison) F Encounter
Vegepygmy Fission F Encounter Effect: Close burst 2 (one minion plant ally in the burst); the Attack: Area burst 1 within 10 (enemies in the burst); +8
Trigger: The hunter drops to 0 hit points. target can make a basic attack or charge as a free action. vs. Fortitude
Effect (No Action): One vegepygmy scavenger appears in the TRIGGERED ACTIONS Hit: 1d10 + 3 damage, and ongoing 5 poison damage and
hunter’s former space. This scavenger is worth 0 XP, and M Chest Tendril Riposte F Recharge when first bloodied the target is immobilized (save ends both).
it acts on the hunter’s initiative count. Trigger: An enemy adjacent to the chief hits it with an Miss: Half damage, and the target is slowed (save ends).
Skills Athletics +10, Stealth +11 attack. MINOR ACTIONS
Str 16 (+5) Dex 18 (+6) Wis 14 (+4) Attack (Immediate Interrupt): Melee 1 (the triggering R Verdant Command F Encounter
Con 13 (+3) Int 6 (+0) Cha 8 (+1) enemy); +9 vs. Fortitude Effect: Ranged 10 (one nonminion plant ally or two minion
Alignment unaligned Languages — Hit: 2d6 + 7 damage, and the chief pushes the target up to plant allies); the target can shift 1 square and make a
Equipment 3 handaxes 2 squares. basic attack as a free action.
C Recolonize (poison, zone) F Encounter TRIGGERED ACTIONS
Trigger: The chief is first bloodied. Vegepygmy Fission F Encounter
Attack (No Action): Close burst 1 (nonplant creatures in the Trigger: The witch doctor drops to 0 hit points.
burst); +9 vs. Fortitude Effect (No Action): One vegepygmy scavenger appears in the
Hit: 2d8 + 7 poison damage, and the target is immobilized witch doctor’s former space. This scavenger is worth 0
(save ends). XP, and it acts on the witch doctor’s initiative count.
Effect: The burst creates a zone of russet mold terrain. Skills Athletics +8, Nature +11, Stealth +9
Skills Athletics +12, Stealth +11 Str 12 (+3) Dex 14 (+4) Wis 18 (+6)
Str 18 (+7) Dex 16 (+6) Wis 16 (+6) Con 17 (+5) Int 8 (+1) Cha 8 (+1)
Con 15 (+5) Int 7 (+1) Cha 10 (+3) Alignment unaligned Languages —
Alignment unaligned Languages — Equipment spear, totem
Equipment spear
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Thorny
Medium natural beast (mount, plant)
Level 4 Soldier
XP 175
Gul’gek Gul’gek, Vegepygmy Companion
Small natural humanoid (plant)
Level 6 Leader
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The Ecology of the Vegepygmy
Developer
Chris Sims
Editor
Jennifer Clarke Wilkes
Managing Editor
Kim Mohan
Senior Producer
Christopher Perkins
Producers
Greg Bilsland, Stan!
Art Director
Kate Irwin
Illustrator
Nicole Cardiff
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