Grung Wildling
Mordenkainen Presents: Monsters of the Multiverse p. 150,
- Size
- Small
- Type
- humanoid
- Alignment
- any alignment
- AC
- 16 (natural armor)
- Hit Points
- 27 (5d6+10)
- Speed
- walk 25 ft., climb 25 ft.
- Saving Throws
- Dex +5
- Skills
- Athletics +2, Perception +4, Stealth +5, Survival +4
- Immunities
- poison
- Condition Immunities
- poisoned
- Passive Perception
- 14
- Languages
- Grung
- Challenge
- 1
- 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.
Spellcasting
The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
- At will: druidcraft
- 3/day each: cure wounds, spike growth
- 2/day: plant growth
Spells
druidcraft, cure wounds, spike growth, plant growth