Vegepygmy

Small plant, Neutral

Armor Class

13 (natural armor)

Hit Points

9 (2d6+2)

Speed

walk 30 ft.

Skills

Perception +2, Stealth +4

Damage Resistances

lightning, piercing

Senses

darkvision 60 ft.

Languages

Vegepygmy

Challenge

1/4

Plant Camouflage

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

Regeneration

The vegepygmy regains 3 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.

Vegepygmy

Small plant, typically neutral

Armor Class

13 (natural armor)

Hit Points

13 (3d6 + 3)

Speed

walk 30 ft.

Skills

Perception +2, Stealth +4

Damage Resistances

lightning, piercing

Senses

darkvision 60 ft.

Languages

Vegepygmy

Challenge

1/4

Proficiency Bonus

+2

Plant Camouflage

The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.

Regeneration

The vegepygmy regains 3 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.