b'Plant Goblin \n'b'  Tiny   plant ,  neutral  \n'b'  Armor Class  11  Hit Points  10 (4d4)  Speed  20 ft., climb 20 ft.\n'b' STATS STR: 5 (-3) DEX:  12 (+1)  CON:  10 (+0)  INT:  6 (-2)  WIS:  8 (-1)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Stealth  +3  Damage Vulnerabilities  fire  Damage Immunities  poison  Condition Immunities   poisoned   Senses  darkvision 60 ft., passive  Perception  9  Languages  understands Sylvan but can\xe2\x80\x99t speak  Challenge  1/8 (25 XP) \n'b' Special Traits \n'b'   Mobile Seeds . When the plant goblin dies, it explodes in a burst of vegetation, sap, and thorns. Each creature within 5 feet of it must make a DC 11  Dexterity  saving throw, taking 5 (2d4) piercing damage on a failed save, or half as much damage on a successful one. If in a location of ample soil and not burned, the remains meld into the soil within 24 hours and enrich the plant life within 30 feet for 1 month. The plants yield twice the normal amount of food when harvested. \n'b'  Pack Tactics . The plant goblin has advantage on an attack roll against a creature if at least one of the  goblin\xe2\x80\x99s  allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'  Actions \n'b'   Thorned Fist .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 3 (1d4 + 1) piercing damage. \n'b'  Spit Thorn .  Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target.  Hit : 1 piercing damage plus 2 (1d4) poison damage.'