Grung
Grungs are aggressive froglike humanoids found in rainforests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile Grungs join their caste upon emergence from the hatchery. All Grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. From the lowest to the highest caste, Grungs can be green, blue, purple, red, orange, or gold.
Grung Traits
Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1. Age. Grungs mature into adulthood in a single year but have been known to live up to 50 years. Alignment. Most Grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy. Arboreal Alertness. You have proficiency in the Perception skill. Size. Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small. Speed. You have a walking speed of 25 feet. Your sticky finger and toe pads give you a climb speed of 25 feet. Amphibious. You can breathe air and water. Poison Immunity. You are immune to poison damage and the poisoned condition. Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your 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 you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage. Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour. Languages. You can speak, read, and write Grung.DM's Thoughts
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