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 feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.
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):