Grung

Small humanoid, Any alignment

Armor Class12
Hit Points11 (2d6 + 4)
Speed25 ft., climb 25 ft.
STRDEXCONINTWISCHA
7 (-2) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 10 (+0)
Saving ThrowsDex +4
SkillsAthletics +2, Perception +2, Stealth +4, Survival +2
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiespoison
Condition Immunitiespoisoned
Sensespassive Perception 12
LanguagesGrung
Challenge1/4

Traits

Amphibious.

The grung can breathe air and water.

Poisonous Skin.

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.

Standing Leap.

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.

Water Dependency.

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

Dagger.

Melee or Ranged Attack Roll: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4) poison damage.