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Grung

Grung are one of the two war-torn major races of Nu, fighting the Locathahs in a cultural war, The Endless War Over Nothing, for over a hundred and fifty years. They're a species of sentient sea frog humanoids with toxic secreting skin with a poison they can manipulate (in limited quantities) with their minds. They also have strict, militaristic caste system.  

A Use for Poison

Grung don't often leave Nu. Nu is not only their home but a huge cultural location for their race, which has lived there since the old days of Aldyn and stayed relatively isolationist much of that time. In the modern day, they do trade and mine the resources of the planet, but are taught to fear things outside their community.   When they do leave, Grung have a tendency to be hired by criminal groups which enjoy having free poison. While not quite as deadly as Yuan-Ti poison, Grung poison is very easy to be mixed into other liquids, only somewhat visible, and very potent.  

DND Mechanics

  • Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
  • Age. Grungs mature to 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 swim 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 Common, Nulu, and Grung.

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