Small humanoid, any alignment
- Armor Class
- 16 (natural armor)
- Hit Points
- 27 (5d6 + 10)
- Speed
- 25 ft., climb 25 ft.
- Challenge
- 1 (200 XP)
- Saving Throws
- Dex +5
- Skills
- Stealth +5, Survival +4, Athletics +2, Perception +4
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- passive Perception 14
- 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 poisoned creature must make a loud noise at the start and end of its turn.
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.
Spellcasting
The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):