Grung are giant frogs, but small humanoid creatures.
Despite being small, they are often sure of the superiority of their people. As a people, they tend to live in colonies made up exclusively of other Grung, and take a territorial attitude towards others entering that area. They are highly mobile, despite their size, making up for a move deficiency with the ability to hop to new positions with ease.
They make good guards, being especially aware of their surroundings.
Detail |
Description |
Size |
Small (2-3.5 feet in height) |
Speed |
25' Walk / 25' Climb with no penalties for slippery surfaces |
Attributes |
+2 Dexterity, +1 Constitution (Alt +2/+1 in any stats) |
Ability: Arboreal Alertness |
Proficiency in the Perception Skill |
Ability: Amphibious |
Grung are able to breathe either water or air. However, they must immerse themselves in water once a day for ten minutes, or suffer a level of exhaustion, which is only fixable by the required 10 minute immersion or magic. |
Ability: Poisonous Skin |
Grung secrete a poison from their skin. Anybody that comes into contact with it, during a grapple or or similar, suffers 2d4 damage unless they save on a DC 12 constitution check. If the Grung does an unarmed attack, they add 1d4 to the damage if the opponent fails that check. They can spend an action applying this poison to a weapon for a one-time 1d4 bonus to damage (unless a save is made) They are also immune to poison damage and to the poisoned condition. |
Ability: Standing Leap |
A Grung wearing light armor or less can perform long jumps of up to 25' and a high jump of up to 15' with or without a running start. This is a racial ability, and is independent of strength score. |
Ability: Languages |
Common and Grung |
Class Considerations
Grung dexterity bonuses, climbing skill, perception skills and movement abilities make them excellent rogues and dexterity-based martial classes. They excel at knowing where to be, being able to get there, and not being surprised by what they find when they arrive. They also do well as monks, as their 1d4 poison attack stacks with the monk's unarmed damage.
Using different starting attributes allows them to branch out into casting classes, as well. With this, they are able to use their perception and jump skills to bring the magic where it needs to be--especially the spells that have a range of "touch."
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