Small humanoid,
- Armor Class
- 13
- Hit Points
- 27 (5d6 + 10)
- Speed
- 25 ft., climb 25 ft.
- Challenge
- 1 (200 XP)
- Saving Throws
- Dex +5
- Skills
- Stealth +5, Athletics +2, Perception +2, Intimidation +4
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- passive Perception 12
- Languages
- Grung
Traits
The grung can breathe air and water.
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.
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
A ferocious gurgling issues from the throat of the Dankwood grung, warning those within 15 feet that they are indeed grumpy. Creatures in that area must succeed at a DC 12 Charisma saving throw or be frightened until the end of their next turn.
Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage in melee, or 3 (1d4 + 1) piercing damage at range. Target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.