Grung Elite Warrior
Mordenkainen Presents: Monsters of the Multiverse p. 150,
- Size
- Small
- Type
- humanoid
- Alignment
- any alignment
- AC
- 13
- Hit Points
- 49 (9d6+18)
- Speed
- walk 25 ft., climb 25 ft.
- Saving Throws
- Dex +5
- Skills
- Athletics +2, Perception +2, Stealth +5, Survival +2
- Immunities
- poison
- Condition Immunities
- poisoned
- Passive Perception
- 12
- Languages
- Grung
- Challenge
- 2
- Lineage
- Grung
Traits
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.
Mesmerizing Chirr (Recharge 6)
The grung makes a chirring noise to which grungs are immune. Each Humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn.
recharge
D6