b'Vegemen Commoner \n'b'  Family:   Vegemen  \n'b'  Small   plant ,  neutral  \n'b'  Armor Class  16 (Spine armor)  Hit Points  9 (2d6 + 2)  Speed  30 ft.\n'b' STATS STR: 7 (-2) DEX:  14 (+2)  CON:  13 (+1)  INT:  6 (-2)  WIS:  11 (+0)  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 3  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'\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.'