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
STR
7
−2
DEX
16
+3
CON
15
+2
INT
10
+0
WIS
11
+0
CHA
12
+1

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

Other data

description