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Vegemen Commoner

Family: Vegemen

Small plant, neutral

Armor Class 16 (Spine 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)

SPECIAL TRAITS

  • Plant Camouflage. The vegemen has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
  • Regeneration. The vegemen 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 vegeman’s next turn. The vegemen 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.
Section 15: Copyright Notice

Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.

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