Small humanoid, Any alignment
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 27 (5d6 + 10) |
| Speed | 25 ft., climb 25 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 16 (+3) | 15 (+2) | 10 (+0) | 15 (+2) | 11 (+0) |
| Saving Throws | Dex +5 |
|---|---|
| Skills | Athletics +2, Perception +4, Stealth +5, Survival +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | passive Perception 14 |
| Languages | Grung |
| Challenge | 1 |
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.
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.
Ranged Attack Roll: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage.
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
Small humanoid (grung), Lawful Evil
| Armor Class | 13, 16 with barkskin |
|---|---|
| Hit Points | 27 (5d6 + 10) |
| Speed | 25 ft., climb 25 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 16 (+3) | 15 (+2) | 10 (+0) | 15 (+2) | 11 (+0) |
| Saving Throws | Dex +5 |
|---|---|
| Skills | Athletics +2, Perception +4, Stealth +5, Survival +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | passive Perception 14 |
| Languages | Grung |
| Challenge | 1 |
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.
Melee or Ranged Attack Roll: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Ranged Attack Roll: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:
Level 1 (4 slots): cure wounds, jump
Level 2 (3 slots): barkskin, spike growth
Level 3 (2 slots): plant growth