Mold Man (Vegepygmy) (Race)

An ability unique to mold men is their continuing growth. If they lose a level to undead or spells, mold men shrink. If they grow to size M, mold men can use size M weapons without penalty. Generally, the size of armor that mold men can use changes every 2-3 levels, making it costly for them to replace. Fortunately, they have an excellent natural armor, so many mold men wear none. 
Can exceed the level limits for the allowable classes if they have high prime requisite scores (DMG Table 8).
Special Advantages:
* Mold men suffer only 1 point of damage (plus any magical bonuses) from any piercing weapon.
* Starting at 3rd level, they are immune to all electrical attacks.
* They are immune to charm spells except those that specifically affect plants.
* They always receive a saving throw vs. enchantments, even if one is not normally allowed.
* Since they are plant creatures, many carnivorous monsters won't hunt them for food, although they might attack the mold man for other reasons. 
* If they take the Herbalism Proficiency, they gain a +1 bonus to Herbalism checks.
Special Disadvantages: Certain spells or effects that affect plants often don't allow a saving throw. Some of these spells can kill a fungal creature instantly, making them terrifying to mold men.
 Racial Adjustment for Thieves
PP 	OL	F/RT	MS	HS	DN	CW 	RL
+5%	— 	— 	— 	* 	 	-15%	—
: * In their native terrain, mold men add 10% to their chance to hide in shadows.