Plant Camouflage. The vegepygmy has advantage on Stealth checks it makes in any terrain with ample obscuring plant life.
Regeneration. The vegepygmy regains 3 health at the start of its turn. While the vegepygmy is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. 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 health and doesn’t regenerate.
Spellcasting. The vegepygmy uses Primal (Wis) to cast spells (spell save Difficulty 10, +2 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
Cantrips (at will): poison spray
Claws. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 5 (1d6 + 2) slashing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 5/20 m. Hit: 4 (1d4 + 2) bludgeoning damage.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.