Small humanoid, any alignment
- Armor Class
- 13
- Hit Points
- 49 (9d6 + 18)
- Speed
- 25 ft., climb 25 ft.
- Challenge
- 2 (450 XP)
- Saving Throws
- Dex +5
- Skills
- Stealth +5, Survival +2, Athletics +2, Perception +2
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- passive Perception 12
- Languages
- Grung
Traits
The grung can breathe air and water.
A creature poisoned by a grung suffers an additional effect that depends on the grung's color. This effect lasts until the creature is no longer poisoned by the grung. The creature is charmed by the grung and can speak Grung.
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.
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
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.
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage.
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.