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Vegepygmy Small Plant, Neatral 1/4 50 xp

  • Armor class 13 (Natural Armor)
  • Hit points 9 (2d6+2)
  • Speed 30ft
  • STR 7 (-2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 7 (-2)

Skills: Perception +2, Stealth +4

Damage Resistances: Lightning, Piercing

Senses: Darkvision 60ft, Passive Perception 12

Languages: Vegepygmy

Challenge: 1/4 (50 xp)

PLANT CAMOUFLAGE. The Vegepygmy has advantage on dexterity (stealth) checks it makes with ample obscuring plant life

REGENERATION. The Vegepygmy regains 3 hit points at the start of it's 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 5ft., one target. Hit: 5 (1d6 +2) slashing damage.

SLING. Ranged weapon attack: +4 to hit, range 30/120ft., one target. Hit: 4 (1d4+2) bludgeoning damage.