Grung Wildling

Small humanoid, Any alignment

Armor Class16 (natural armor)
Hit Points27 (5d6 + 10)
Speed25 ft., climb 25 ft.
STRDEXCONINTWISCHA
7 (-2) 16 (+3) 15 (+2) 10 (+0) 15 (+2) 11 (+0)
Saving ThrowsDex +5
SkillsAthletics +2, Perception +4, Stealth +5, Survival +4
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiespoison
Condition Immunitiespoisoned
Sensespassive Perception 14
LanguagesGrung
Challenge1

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: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.

Shortbow.

Ranged Attack Roll: +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):

At will: druidcraft

2/day: plant growth

3 each/day: cure wounds, spike growth