Yorb
Tomb of Annihilation p. 108
- Size
- Small
- Type
- humanoid (grung)
- Alignment
- lawful evil
- 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
- Environment
- forest
Traits
Amphibious
Yorb can breathe air and water.
Poisonous Skin
Any creature that grapples Yorb or otherwise comes into direct contact with Yorb'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 Yorb can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap
Yorb's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
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, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Shortbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Mesmerizing Chirr (Recharge 6)
Yorb makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of Yorb and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of Yorb's next turn.
recharge
D6
Variant: Grung Poison
Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if Yorb dies. A creature poisoned by a grung can suffer an additional effect that varies depending on Yorb's skin color. This effect lasts until the creature is no longer poisoned by Yorb.
Green: The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.
Blue: The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple: The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.
Red: The poisoned creature must use its action to eat if food is within reach.
Orange: The poisoned creature is frightened of its allies.
Gold: The poisoned creature is charmed and can speak Grung.