b'Vegemen Spellcaster \n'b'  Small   plant ,  neutral  \n'b'  Armor Class  16 (spine armor)  Hit Points  23 (5d6 + 2)  Speed  30 ft.\n'b' STATS STR: 7 (-2) DEX:  14 (+2)  CON:  13 (+1)  INT:  13 (+1)  WIS:  13 (+1)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +4  Damage Resistances  lightning, piercing  Senses   darkvision  60 ft.  Languages  Vegepygmy  Challenge  1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Plant Camouflage . The vegemen has advantage on  Dexterity  ( Stealth ) checks it makes in any terrain with ample obscuring plant life. \n'b'  Regeneration . The vegemen regains 5  hit points  at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn\xe2\x80\x99t function at the start of the vegeman\xe2\x80\x99s next turn. The vegemen dies only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'  Spellcasting . The brain gorger is a 2nd-level spellcaster. Its spellcasting ability is  Intelligence  (save DC 13, +3 to hit with spell attacks). The vegemen has the following spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) : shape water, mold earth, gust \n'b'  1st level (2 slots) :  entangle  \n'b'\n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) slashing damage. \n'b'  Sling .  Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target.  Hit : 4 (1d4 + 2) bludgeoning damage.'