Small humanoid, any alignment
- Armor Class
- 12
- Hit Points
- 11 (2d6 + 4)
- Speed
- 25 ft., climb 25 ft.
- Challenge
- 1/4 (50 XP)
- Saving Throws
- Dex +4
- Skills
- Stealth +4, 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.
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.
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: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4) poison damage.