Small humanoid (grung), lawful evil
Armor Class 13 (16 with barkskin)
Hit Points 27 (5d6 + 10)
Speed 25 ft., climb 25 ft.
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 16 (+3) | 15 (+2) | 10 (+0) | 15 (+2) | 11 (+0) |
Saving Throws Dex +5
Skills Athletics +2, Perception +4, Stealth +5, Survival +4
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 14
Languages Grung
Challenge 1 (200 XP)
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.
Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:
- 1st level (4 slots): cure wounds, jump
- 2nd level (3 slots): barkskin, spike growth
- 3rd level (2 slots): plant growth
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.
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, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
- Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Grung wildlings are small, frog-like humanoids that live in tropical jungles and rain forests. They have poisonous skin that can cause various effects depending on their color, which also determines their social role and status. Grung wildlings are the most adventurous and independent of their kind, often leaving their tribes to explore the world or seek their fortune. They are skilled hunters and trackers, adept at using the terrain and vegetation to their advantage. They can also cast spells that enhance their mobility and survival.
COMBAT
Grung wildlings are not afraid to fight, especially if they feel threatened or challenged. They prefer to ambush their enemies from the trees or the water, using their natural camouflage and agility. They can leap great distances, climb walls, and breathe underwater. They use simple weapons such as daggers and shortbows, coated with their own venom. They can also cast spells such as cure wounds, jump, barkskin, spike growth, and plant growth to heal themselves, escape danger, or hinder their foes. Grung wildlings are immune to poison and can communicate with other grungs through a special language.
HABITAT / SOCIETY
Grung wildlings usually live in small tribes that occupy a territory in the jungle or the forest. They are loyal to their tribe and their leader, who is usually the oldest and most powerful grung of their color. Grung society is divided into castes based on skin color, with gold being the highest and green being the lowest. Each caste has a specific function and responsibility in the tribe, such as warriors, artisans, priests, or rulers. Grung wildlings are often green or blue, but some of them may belong to other castes or even have mixed colors. Grung wildlings are curious and restless by nature, and often leave their tribes to seek new experiences or opportunities. Some of them may join other groups of adventurers or explorers, while others may become mercenaries or outlaws.
ECOLOGY
Grung wildlings are amphibious creatures that can survive in both land and water environments. They feed on insects, fish, fruits, and small animals. They reproduce by laying eggs in pools of water, which are guarded by the tribe until they hatch. Grung tadpoles take about three months to develop into juveniles, and another six to nine months to reach maturity. Grung wildlings have a lifespan of about 20 years. Grung wildlings have few natural predators, but they may face threats from other humanoid races that encroach on their lands or exploit their resources. Grung wildlings may also come into conflict with other grung tribes over territory or prestige.