Monster
Grung Elite Warrior
Outside your table’s allowed sources
Official reference · VGM · 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
- Lawful Evil
- 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.
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, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Shortbow
Ranged Weapon Attack: +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.
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.