Medium Plant
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 16 (+4 natural, +2 armor), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d6)
Full Attack: Slam +2 melee (1d6) or by weapon type
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Plant traits, trackless step
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 11, Con 14, Int 8, Wis 10, Cha 10
Skills: Stealth +9*, Survival +9*
Feats: Track
Environment: Subtropical, tropical swamp and jungle
Organization: Solitary, pair, group (2-12), band (15-30)
ECL: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)

Vegepygmies are plant-like humanoids of low intelligence. They typically band together in small groups, occupying caves or abandoned buildings in swamps and jungles. They use crude weapons (clubs, wooden spears are most common, though leaders use metal items taken from dead adventurers) and armor (bark or hides, equivalent to leather). They generally avoid contact with other humanoid races, though they do keep plant creatures as guards or companions – shriekers, violet fungi (to which they are immune) and even the odd shambler. They are strictly carnivorous, but don't care if the meat is fresh or not.

Plant-men are well-versed in the creation of wilderness traps and always have a few snares, shallow pits with stakes, etc. around their lair. They also know the area very well and can lead pursuers into all kinds of hazards – quicksand, sucking bogs, and monster lairs – if necessary.

Vegepygmies have no spoken language (and cannot speak), but can communicate through grunts, barks, and chest-slapping; they can also understand other languages to a degree and can communicate via a speak with plants spell.


Vegepygmies are excellent hunters, capable of stalking prey for long distances. They are smart enough to know not to take on foes that appear to be stronger than they are; if they encounter a large group of travellers, they either avoid them or wait for the interlopers to fall afoul of a trap or natural hazard before attacking from ambush. They exercise little tactics beyond these, however – they swarm single foes, beating them down with clubs or fists, then slashing the throat with bone or stone knives.

Trackless Step (Ex): Vegepygmies leave no trail in natural surroundings and cannot be tracked. They can choose to leave a trail if so desired.

Skills: Vegepygmies have a +4 racial bonus to Stealth and Survival checks. *They have a +8 racial bonus to Stealth checks to hide in swamp or jungle environments.

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