THE SHARED REFERENCE Adventurer

Monster

Grung Elite Warrior

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Humanoid
Size
Small
Armor class
13
Hit points
49 (9d6 + 18)
Speed
Walk 25 ft., Climb 25 ft.
Challenge rating
2
Alignment
Any alignment
Strength
7
Dexterity
16
Constitution
15
Intelligence
10
Wisdom
11
Charisma
12
Passive Perception
12
Saving Throws
dex: +5
Skills
athletics: +2; perception: +2; stealth: +5; survival: +2
Languages
Grung
Immunities
poison
Condition Immunities
poisoned

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 Weapon 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.

Shortbow

Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage.

Mesmerizing Chirr (Recharge 6)

The grung makes a chirring noise to which grungs are immune. Each Humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn.

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