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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8708529" data-attributes="member: 53176"><p><h3> Vegepygmies (VGtM)</h3><p></p><p>Vegepygmies are fungus creatures that are born when either a beast, giant, or humanoid dies to Russet Mold, a hazard detailed in this very entry. The mold itself has some interesting lore: An alien lifeform that hitched a ride on some hollow metal comet (which we would call a UFO or perhaps even a spelljammer) that crashed on the planet . How to get rid of it, where it came from, and who sent it here are all equally interesting plot hooks to base an adventure on.</p><p></p><p>The Moldies (an official alternate name, which makes me wonder why they still went with “Vegepygmy” for this printing) are omnivorous to the point where they can sift soil for nutrients, though they prefer the taste of meat bones and blood. And even if that wasn’t the case, their methods of reproduction would naturally put them at odds with any local populations. Which again provides a few plot hooks. Aside from hunting down the local people and animals, consider forming a cult around them. One that willingly sacrifices their sick and elderly to the Moldies, as either the next part of the circle of life, or a form of “Eternal Life”. You could even have one of those Circle of Spore Druids as part of the cult ( Providing for a PC origin). Alternatively, they are friendly to any other fungus or plant creatures and can be used to pad out such encounters as coverage units, rather than the main attraction.</p><p></p><p>I do love it when the book describes both ecology and possible allies.</p><p></p><p>The Moldies all have Regeneration that is shut off by fire, necrotic, or cold damage (Which is only really useful if they manage to run away from a combat) and advantage on stealth checks in natural vegetation (which is how they would be running away). They also have resistance to piercing damage of all kinds (not even just non-magic weapons!), which is remarkable due to how rare such a resistance is. </p><p></p><p>For this book, they, they come in three different varieties:</p><p></p><p>Vegepygmy (Warrior)</p><p></p><p>The warriors of the mold folk are average speed CR ¼ units that can attack with claws or sling. This combined with the aforementioned traits make them more than competent for most combat situations around that tier. Their Regeneration really shines at this CR, as it is possible for a martial PC to down one relatively quickly, before anyone could think to burn them, allowing the trait to get the maximum effect out of the action economy granted. Plus, playing dead for a round or two could allow them to get into a more advantageous position as the front line moves past them.</p><p></p><p>The Warriors were given a HP boost for this printing.</p><p></p><p>Vegepygmy Chief </p><p></p><p>The Chiefs of the mold folk are stronger warriors who managed to live long enough to get to CR2 and multiattack with a spear. They also have an AoE spore attack that poisons, deals poison damage, and can produce new Moldies like Russet Mold. </p><p></p><p>The Chiefs were not significantly updated for this reprinting.</p><p></p><p>Thorny</p><p></p><p>Thornies are what happens to animals who are caught by the Russet Mold spores. I have to say, they are a bit underwhelming. As a Medium CR 1 creature, they are meant to be the meat on the front line while the rest of the Moldies unleash ranged attacks, which kind of works but not really. They are too slow to be a mount (and one of their abilities implies it would be unpleasant to use them as such). They do have an ability that deals damage to a creature that is grappling them, but honestly who is going to willingly grapple a creature with spikes to begin with? It would be better if the Thorny had an attack that could grapple and use the spikes offensively.</p><p></p><p>For this reprinting, Thornies had the die on their bite attack increased, giving them more damage.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8708529, member: 53176"] [HEADING=2] Vegepygmies (VGtM)[/HEADING] Vegepygmies are fungus creatures that are born when either a beast, giant, or humanoid dies to Russet Mold, a hazard detailed in this very entry. The mold itself has some interesting lore: An alien lifeform that hitched a ride on some hollow metal comet (which we would call a UFO or perhaps even a spelljammer) that crashed on the planet . How to get rid of it, where it came from, and who sent it here are all equally interesting plot hooks to base an adventure on. The Moldies (an official alternate name, which makes me wonder why they still went with “Vegepygmy” for this printing) are omnivorous to the point where they can sift soil for nutrients, though they prefer the taste of meat bones and blood. And even if that wasn’t the case, their methods of reproduction would naturally put them at odds with any local populations. Which again provides a few plot hooks. Aside from hunting down the local people and animals, consider forming a cult around them. One that willingly sacrifices their sick and elderly to the Moldies, as either the next part of the circle of life, or a form of “Eternal Life”. You could even have one of those Circle of Spore Druids as part of the cult ( Providing for a PC origin). Alternatively, they are friendly to any other fungus or plant creatures and can be used to pad out such encounters as coverage units, rather than the main attraction. I do love it when the book describes both ecology and possible allies. The Moldies all have Regeneration that is shut off by fire, necrotic, or cold damage (Which is only really useful if they manage to run away from a combat) and advantage on stealth checks in natural vegetation (which is how they would be running away). They also have resistance to piercing damage of all kinds (not even just non-magic weapons!), which is remarkable due to how rare such a resistance is. For this book, they, they come in three different varieties: Vegepygmy (Warrior) The warriors of the mold folk are average speed CR ¼ units that can attack with claws or sling. This combined with the aforementioned traits make them more than competent for most combat situations around that tier. Their Regeneration really shines at this CR, as it is possible for a martial PC to down one relatively quickly, before anyone could think to burn them, allowing the trait to get the maximum effect out of the action economy granted. Plus, playing dead for a round or two could allow them to get into a more advantageous position as the front line moves past them. The Warriors were given a HP boost for this printing. Vegepygmy Chief The Chiefs of the mold folk are stronger warriors who managed to live long enough to get to CR2 and multiattack with a spear. They also have an AoE spore attack that poisons, deals poison damage, and can produce new Moldies like Russet Mold. The Chiefs were not significantly updated for this reprinting. Thorny Thornies are what happens to animals who are caught by the Russet Mold spores. I have to say, they are a bit underwhelming. As a Medium CR 1 creature, they are meant to be the meat on the front line while the rest of the Moldies unleash ranged attacks, which kind of works but not really. They are too slow to be a mount (and one of their abilities implies it would be unpleasant to use them as such). They do have an ability that deals damage to a creature that is grappling them, but honestly who is going to willingly grapple a creature with spikes to begin with? It would be better if the Thorny had an attack that could grapple and use the spikes offensively. For this reprinting, Thornies had the die on their bite attack increased, giving them more damage. [/QUOTE]
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