Grungs
Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.
Jump to: Grung | Grung Elite Warrior | Grung Wildling
Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung's color (see "Variant: Grung Poison"). They also use this venom to poison their weapons.
Grung Poison
A creature poisoned by a grung can suffer an additional effect that depends on the grung's color, as described below. This effect lasts until the creature is no longer poisoned by the grung.
Blue Grung. The poisoned creature must make a loud noise at the start and end of its turn.
Gold Grung. The creature is charmed by the grung and can speak Grung.
Green Grung. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.
Orange Grung. The poisoned creature is frightened of its allies.
Purple Grung. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.
Red Grung. The poisoned creature must use its action to eat if food is within reach.
Grung
The grung stat block represents a typical grung warrior or hunter, met either in a grung community or traveling elsewhere as a mercenary, game warden, guard, or bandit.
Environment
(FIXME)
Token
Grung
Small humanoid , Any Alignment
- Armor Class 12
- Hit Points 11 (2d6 + 4)
- Speed 25 ft., climb 25 ft.
STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 10 (+0)
- Proficiency Bonus +2
- Saving Throws Dex +4
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities poison
- Condition Immunities poisoned
- Skills Athletics +2,Perception +2,Stealth +4,Survival +2
- Senses passive Perception 12
- Languages Grung
- Challenge 1/4
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Water Dependency. If the grung isn't immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4) poison damage.
Grung Elite Warrior
A grung elite warrior typically leads a group of grung and other warriors into battle and is often accompanied by a grung wildling.
Environment
(FIXME)
Token
Grung Elite Warrior
Small humanoid , Any Alignment
- Armor Class 13
- Hit Points 49 (9d6 + 18)
- Speed 25 ft., climb 25 ft.
STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 15 (+2) 10 (+0) 11 (+0) 12 (+1)
- Proficiency Bonus +2
- Saving Throws Dex +5
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities poison
- Condition Immunities poisoned
- Skills Athletics +2,Perception +2,Stealth +5,Survival +2
- Senses passive Perception 12
- Languages Grung
- Challenge 2
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Water Dependency. If the grung isn't immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune. Each humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn.
Grung Wildling
Gifted with druidic magic, a grung wildling typically serves as an advisor, a healer, and a nurturer of crops.
Environment
(FIXME)
Token
Grung Wildling
Small humanoid , Any Alignment
- Armor Class 16 (natural armor)
- Hit Points 27 (5d6 + 10)
- Speed 25 ft., climb 25 ft.
STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 15 (+2) 10 (+0) 15 (+2) 11 (+0)
- Proficiency Bonus +2
- Saving Throws Dex +5
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities poison
- Condition Immunities poisoned
- Skills Athletics +2,Perception +4,Stealth +5,Survival +4
- Senses passive Perception 14
- Languages Grung
- Challenge 1
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Water Dependency. If the grung isn't immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage.
Spellcasting. The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
- At will: druidcraft
- 3/day each: cure wounds, spike growth
- 2/day: plant growth