Small plant, neutral

Armor Class 13 (natural armor)

Hit Points 9 (2d6+2)

Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 13 (+1) 6 (-2) 11 (0) 7 (-2)

Skills Perception +2, Stealth +4

Damage Resistances lightning, piercing

Senses darkvision 60 ft.

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.