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.