Vegepygmy Chieftain (CR 3/MR 1)

Mythic Vegepygmy Chieftain (CR 3/MR 1)
XP 800
Pathfinder Roleplaying Game Bestiary
N Small plant (mythic)
Init +4; Senses darkvision 60 ft., greensightMA, low-light vision; Perception +8

Defense

AC 21, touch 15, flat-footed 17 (+4 Dex, +6 natural, +1 size)
hp 46 (4d8+28)
Fort +6, Ref +4, Will +2
Defensive Abilities DR 5/slashing or bludgeoning; Immune electricity, plant traits

Offense

Speed 30 ft.
Melee 2 claws +7 (1d3+3) or longspear +7 (1d6+4/x3)
Ranged blowgun +6 (1 plus poison)
Special Attacks mythic power (1/day, surge 1d6)

Statistics

Str 16, Dex 18, Con 16, Int 12, Wis 15, Cha 15
Base Atk +3; CMB +4; CMD 18
Feats Power Attack, ToughnessMF
Skills Perception +8, Stealth +19 (+27 in vegetation), Survival +8; Racial Modifiers +4 Stealth (+12 in vegetation)
Languages Common, Undercommon, Vegepygmy (can’t speak)
SQ fungal synthesisMA, woodland stride

Ecology

Environment any underground
Organization solitary, gang (2-6), or tribe (7-30 plus 1 chieftain)
Treasure none

Special Abilities

Fungal Synthesis (Ex) With one hour of work, a mythic vegepygmy chieftain can concoct a dose of fungal poison identical in effect to drow poison or greenblood oil at no cost. These poisons remain effective for 24 hours and then become inert. At any given time, a mythic vegepygmy chieftain will usually have 1d4 poisoned blowgun darts and has a 50% chance to have poisoned the tip of his longspear.

Russet Mold (Ex) A mythic vegepygmy chieftain’s body is infested with russet mold spores, and any creature it strikes with its claws is exposed to russet mold.

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