Vegepygmy ChiefSmall plant
- 2 (450 XP)
Plant Camouflage. The vegepygmy has advantage on Stealth checks it makes in any terrain with ample obscuring plant life.
Regeneration. The vegepygmy regains 5 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 chief is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:
Multiattack. The vegepygmy makes two attacks with its claws or two melee attacks with its spear.
Claws. Melee Weapon Attack: +4 to hit, reach 1.5 m. Hit: 5 (1d6 + 2) slashing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Spores (1/long rest). A 4.5-meters-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn’t a plant must succeed on a DC 12 Fortitude saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.