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Vegepygmy alternatives?


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Well, it could be a unhealthy group of Vegepymeys who's mold is so weak that it's not a direct combat threat, like say 1 con damage per hour, can be washed away with water or alcohol. Maybe a longer gestation time too.

Note Pathfinder has the mold do the con damage at 2 points per round, save ends. I'm wondering if the CR is a bit high.
Could very well be that the CC russet mold (is that one in the ToH as well?) is overly strong. Seems like it was a pretty early conversion in the 3e days from before people had a great grasp on CR or 3.X monster design.
 

Could very well be that the CC russet mold (is that one in the ToH as well?) is overly strong.
Paizo thought so, Wizards did not given the con damage official hazards deal out.
Seems like it was a pretty early conversion in the 3e days from before people had a great grasp on CR or 3.X monster design.
:uhoh: It is quite in line with 3.5 yellow mold.

Yellow Mold (CR 6)
If disturbed, a 5-foot square of this mold bursts forth with a cloud of poisonous spores. All within 10 feet of the mold must make a DC 15 Fortitude save or take 1d6 points of Constitution damage. Another DC 15 Fortitude save is required 1 minute later—even by those who succeeded on the first save—to avoid taking 2d6 points of Constitution damage. Fire destroys yellow mold, and sunlight renders it dormant.


Vegepygmy Counters

img686.imageshack.us/img686/2536/vegiburgher.png
 
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I like the Vegepygmies. I say you change the Russet Mold instead.

Is Brown Mold a plant? Or is it just a "Dungeon Feature"?

srd said:
Brown Mold (CR 2)
Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of nonlethal cold damage. Fire brought within 5 feet of brown mold causes it to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it.

You could call it "Green Moss" and lower the damage--say to 2d6.
hmm.gif


Edit: "Green Moss" sounds like ordinary moss. Maybe it needs the 4E Monster Name Trick: Slaughter Moss, or Blooddrinker Moss
 
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:uhoh: It is quite in line with 3.5 yellow mold.

Yellow Mold (CR 6)
If disturbed, a 5-foot square of this mold bursts forth with a cloud of poisonous spores. All within 10 feet of the mold must make a DC 15 Fortitude save or take 1d6 points of Constitution damage. Another DC 15 Fortitude save is required 1 minute later—even by those who succeeded on the first save—to avoid taking 2d6 points of Constitution damage. Fire destroys yellow mold, and sunlight renders it dormant.

While the yellow mold spore cloud is twice the radius and will affect more characters, the russet mold does a potential extra 2d6 Con damage. So any character exposed is much more likely to die (average 17 con damage on 2 failed saves vs 10). There are some ways it's easier to kill, but they're not obvious ways if you don't get an appropriate knowledge check. Anyway, just an opinion.
 

While the yellow mold spore cloud is twice the radius and will affect more characters, the russet mold does a potential extra 2d6 Con damage. So any character exposed is much more likely to die (average 17 con damage on 2 failed saves vs 10). There are some ways it's easier to kill, but they're not obvious ways if you don't get an appropriate knowledge check. Anyway, just an opinion.
Maybe I'm overvaluing the radius decrease. It is just if only one person gets hit with the gunk, there is no way the cleric won't be able to cure it in time and the 3d6 never has a chance to go off. If a few people get nailed, at least then the cleric will have a chance to not have enough resources on hand.
 

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