Vegepygmy Witch Doctor
Small natural humanoid (plant)
Level 5 Controller XP 200
| HP 65; Bloodied 32 | Initiative +4 |
| AC 19, Fortitude 17, Reflex 16, Will 18 | Perception+6 |
| Speed 6 (forest walk) | Low-light vision |
| Immune charm, lightning | |
Traits
Adaptive Coloration
If it has partial concealment, the witch doctor can make a Stealth check to become hidden.
Standard Actions
(⚔) Spear (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d8 + 4 damage, and the target falls prone.
(➶) Grasping Vine ✦ At-Will
Attack: Ranged 10 (one creature); +8 vs. Reflex
Hit: 2d6 + 6 damage, and the target is slowed (save ends).
✻ Rampant Growth (poison) ✦ Encounter
Attack: Area burst 1 within 10 (enemies in the burst); +8 vs. Fortitude
Hit: 1d10 + 3 damage, and ongoing 5 poison damage and the target is immobilized (save ends both).
Miss: Half damage, and the target is slowed (save ends).
Minor Actions
➶ Verdant Command ✦ Encounter
Effect: Ranged 10 (one nonminion plant ally or two minion plant allies); the target can shift 1 square and make a basic attack as a free action.
Triggered Actions
Vegepygmy Fission ✦ Encounter
Trigger: The witch doctor drops to 0 hit points.
Effect (No Action): One vegepygmy scavenger appears in the witch doctor's former space. This scavenger is worth 0 XP, and it acts on the witch doctor's initiative count.
Skills Athletics +8, Nature +11, Stealth +9
Str 12 (+3) Dex 14 (+4) Wis 18 (+6)
Con 17 (+5) Int 8 (+1) Cha 8 (+1)
Alignment Unaligned Languages -
Equipment: spear , totem .
Published in Dungeon Magazine 201.