Kryx RPGThemesMonsters

Vegepygmy

Small plant
Challenge
¼ (50 XP)

STR
−2
DEX
2
CON
1
INT
−2
WIS
0
CHA
−2

9
2d6+2
13
Fort
+1
Ref
+0
Will
−1
Defense note natural armor
Damage resistances lightning, piercing

Speed 9 m.
Senses darkvision 18 m., passive Perception 12
Skills Perception +2, Stealth +4
Languages Vegepygmy

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 is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 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, and knows the following spells:

Cantrips (at will): poison spray, poison

1 mana: confusion poison, detect poison, poison burst, protection from poison, putrefy food and drink, ray of sickness, slowing poison, toxic fumes, toxic weapon

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 1.5 m. Hit: 5 (1d6 + 2) slashing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 9/35 m. Hit: 4 (1d4 + 2) bludgeoning damage.

Forest, Swampvgtm