Grung Wildling

Small Humanoid, any alignment
Armor Class 16 (natural armor)
Hit Points 27 (5d6 + 10)
Speed 25 ft., climb 25 ft.
STR
7 (-2)
DEX
16 (+3)
CON
15 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws Dex +5
Skills Athletics +2, Perception +4, Stealth +5, Survival +4
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 14
Languages Grung
Challenge 1 (200 XP)     Proficiency Bonus +2

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 or 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.

Spellcasting. The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

At will: druidcraft
3/day each: cure wounds, spike growth
2/day: plant growth
Monsters of the Multiverse

  1. DnD 5e Monsters › Grung Wildling
Grung Wildling