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Grung

Grungs are one of the Playable races in D&D 5e.

Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic. Being amphibious, grungs require water to live; any grung that fails to immerse itself in water for at least 1 hour during a day becomes quite exhausted.

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.

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.

Arboreal Alertness. You have proficiency in the Perception skill.

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.

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