DUMB DECISION TTRPG · Library

Vegepygmy Scavenger

Small plant, Neutral

Armor Class 13 (natural armor)

Hit Points 13 (3d6 + 3)

Speed 30 ft.

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

Skills Perception +2, Sleight of hand +4, Stealth +4

Damage Resistances lightning, piercing

Senses darkvision 60 ft., passive Perception 12

Languages Vegepygmy

Challenge 1/4

Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.

Regeneration. The vegepygmy regains 3 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

Claw. 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.

Bonus Actions

Nimble Escape. The vegepygmy takes the Disengage or Hide action.

Source

QftIS, p. 218