Vegepygmy Witch Doctor - Monsters

Vegepygmy Witch Doctor
Small natural humanoid (plant)
Level 5 Controller XP 200

HP 65; Bloodied 32Initiative +4
AC 19, Fortitude 17, Reflex 16, Will 18Perception+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 VineAt-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 CommandEncounter

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 FissionEncounter

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.