Vegepygmy

Small plant, neutral

Armor Class

13 (natural armor)

Hit Points

9 (2d6+2)

Speed

30 ft.

STR

7 (-2)

DEX

14 (+2)

CON

13 (+1)

INT

6 (-2)

WIS

11 (0)

CHA

7 (-2)

Damage Resistances

lightning, piercing

Senses

darkvision 60 ft.

Skills

Perception +2, Stealth +4

Languages

Vegepygmy

Challenge

1/4 (50 XP)

Plant Camouflage . The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Claws . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

small
plant
cr1/4
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