Cara
Cara
- Athletics +2
- Animal Handling +2
- Acrobatics +2
- Perception +2
- Stealth +3 Disadvantage
- Survival +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 13 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.
Actions
Action:
Dagger: Melee or Ranged Weapon Attack: +4 1d20+5 to hit, reach 5 ft or range 20/60 ft. Hit: 4 1d4+3 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) 2d4 poison damage.
Bonus Action:
Second Wind: Regain 1d10+Level 1d10+3 per rest
Reactions
Defender: Use reaction to impose disadvantage on an attack made within 5ft,
Legendary Actions
Improved Critical: you now make a Critical Hit on a 19 or 20
Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. Castes:Green:Warriors, hunters, and laborers. Blue:artisans and domestics Purple: administrators and commanders Red: Scholars and magic users, considered to purple, blue and green grungs and given proper respect (use Grung Wildling) Orange: Elite warriors (Grung Elite Warrior) Gold: Ruling class (Grung Elite Warrior)
Rain forest, jungle
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