Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 12 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 12 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Any creature hit by one of the Grung's weapon attacks must make a DC 12 CON Save or take an additional 5 (2d4) poison damage. The creature also suffers additional affects for every 5 points it failed by until it succeeds a save at the end of its turn.
Dagger. Weapon Attack. +4 to hit, Range 20/60 ft.
Hit. 5 (1d4+2) Piercing damage.
Shortbow. Ranged Weapon. +4 to hit, Range 80/320 ft.
Hit. 6 (1d6+2) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 9 (2d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 20ft Radius take 5 (2d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 12 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 12 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 12 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Any creature hit by one of the Grung's weapon attacks must make a DC 12 CON Save or take an additional 5 (2d4) poison damage. The creature also suffers additional affects for every 5 points it failed by until it succeeds a save at the end of its turn.
Dagger. Weapon Attack. +5 to hit, Range 20/60 ft.
Hit. 6 (1d4+3) Piercing damage.
Shortbow. Ranged Weapon. +5 to hit, Range 80/320 ft.
Hit. 7 (1d6+3) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 9 (2d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 20ft Radius take 5 (2d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 12 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 12 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 13 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Any creature hit by one of the Grung's weapon attacks must make a DC 13 CON Save or take an additional 5 (2d4) poison damage. The creature also suffers additional affects for every 5 points it failed by until it succeeds a save at the end of its turn.
Dagger. Weapon Attack. +5 to hit, Range 20/60 ft.
Hit. 11 (3d4+3) Piercing damage.
Shortbow. Ranged Weapon. +5 to hit, Range 80/320 ft.
Hit. 14 (3d6+3) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 9 (2d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 20ft Radius take 5 (2d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 12 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 12 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 13 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Any creature hit by one of the Grung's weapon attacks must make a DC 13 CON Save or take an additional 5 (2d4) poison damage. The creature also suffers additional affects for every 5 points it failed by until it succeeds a save at the end of its turn.
Dagger. 2x Multiattack. +6 to hit, Range 20/60 ft.
Hit. 7 (1d4+4) Piercing damage.
Shortbow. Ranged Weapon. +6 to hit, Range 80/320 ft.
Hit. 11 (2d6+4) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 9 (2d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 20ft Radius take 5 (2d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 12 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 13 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 14 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Any creature hit by one of the Grung's weapon attacks must make a DC 14 CON Save or take an additional 8 (3d4) poison damage. The creature also suffers additional affects for every 4 points it failed by until it succeeds a save at the end of its turn.
Dagger +1. 2x Multiattack. +7 to hit, Range 20/60 ft.
Hit. 8 (1d4+5) Piercing damage.
Shortbow. Ranged Weapon. +7 to hit, Range 80/320 ft.
Hit. 11 (2d6+4) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 13.5 (3d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 30ft Radius take 8 (3d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 13 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 14 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 14 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Any creature hit by one of the Grung's weapon attacks must make a DC 14 CON Save or take an additional 8 (3d4) poison damage. The creature also suffers additional affects for every 4 points it failed by until it succeeds a save at the end of its turn.
Dagger +1. 2x Multiattack. +8 to hit, Range 20/60 ft.
Hit. 11 (2d4+6) Piercing damage.
Shortbow. Ranged Weapon. +8 to hit, Range 80/320 ft.
Hit. 19 (4d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 13.5 (3d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 30ft Radius take 8 (3d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 14 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 15 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 15 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.
Any creature hit by one of the Grung's weapon attacks must make a DC 15 CON Save or take an additional 8 (3d4) poison damage. The creature also suffers additional affects for every 4 points it failed by until it succeeds a save at the end of its turn.
Dagger +1. 2x Multiattack. +8 to hit, Range 20/60 ft.
Hit. 11 (2d4+6) Piercing damage.
Shortbow. Ranged Weapon. +8 to hit, Range 80/320 ft.
Hit. 19 (4d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 13.5 (3d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 30ft Radius take 8 (3d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 15 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 15 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 16 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.
Any creature hit by one of the Grung's weapon attacks must make a DC 16 CON Save or take an additional 8 (3d4) poison damage. The creature also suffers additional affects for every 4 points it failed by until it succeeds a save at the end of its turn.
Dagger +1. 2x Multiattack. +8 to hit, Range 20/60 ft.
Hit. 16 (4d4+6) Piercing damage.
Shortbow. Ranged Weapon. +8 to hit, Range 80/320 ft.
Hit. 33 (8d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 13.5 (3d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 30ft Radius take 8 (3d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 15 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 15 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 16 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.Dripping Poison If the Grung takes damage, any creature within 5ft must make a DC 16 CON Save or take 11 (3d6) Poison Damage.
Any creature hit by one of the Grung's weapon attacks must make a DC 16 CON Save or take an additional 8 (3d4) poison damage. The creature also suffers additional affects for every 4 points it failed by until it succeeds a save at the end of its turn.
Dagger +1. 3x Multiattack. +8 to hit, Range 20/60 ft.
Hit. 9 (1d4+6) Piercing damage.
Shortbow. Ranged Weapon. +8 to hit, Range 80/320 ft.
Hit. 16 (3d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 13.5 (3d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 30ft Radius take 8 (3d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 15 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 16 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 17 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.
Any creature hit by one of the Grung's weapon attacks must make a DC 17 CON Save or take an additional 10 (4d4) poison damage. The creature also suffers additional affects for every 3 points it failed by until it succeeds a save at the end of its turn.
Dagger +2. 3x Multiattack. +9 to hit, Range 20/60 ft.
Hit. 12 (2d4+7) Piercing damage.
Shortbow. Ranged Weapon. +9 to hit, Range 80/320 ft.
Hit. 26 (6d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 18 (4d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 40ft Radius take 10 (4d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 16 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 16 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 17 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.Dripping Poison If the Grung takes damage, any creature within 5ft must make a DC 17 CON Save or take 14 (4d6) Poison Damage.
Any creature hit by one of the Grung's weapon attacks must make a DC 17 CON Save or take an additional 10 (4d4) poison damage. The creature also suffers additional affects for every 3 points it failed by until it succeeds a save at the end of its turn.
Dagger +2. 3x Multiattack. +9 to hit, Range 20/60 ft.
Hit. 12 (2d4+7) Piercing damage.
Shortbow. Ranged Weapon. +9 to hit, Range 80/320 ft.
Hit. 26 (6d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 18 (4d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 40ft Radius take 10 (4d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 16 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 17 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 17 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.Dripping Poison If the Grung takes damage, any creature within 5ft must make a DC 17 CON Save or take 14 (4d6) Poison Damage.
Any creature hit by one of the Grung's weapon attacks must make a DC 17 CON Save or take an additional 10 (4d4) poison damage. The creature also suffers additional affects for every 3 points it failed by until it succeeds a save at the end of its turn.
Dagger +2. 3x Multiattack. +9 to hit, Range 20/60 ft.
Hit. 12 (2d4+7) Piercing damage.
Shortbow. Ranged Weapon. +9 to hit, Range 80/320 ft.
Hit. 26 (6d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 18 (4d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 40ft Radius take 10 (4d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 17 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 18 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 18 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.Dripping Poison If the Grung takes damage, any creature within 5ft must make a DC 18 CON Save or take 18 (5d6) Poison Damage.
Any creature hit by one of the Grung's weapon attacks must make a DC 18 CON Save or take an additional 13 (5d4) poison damage. The creature also suffers additional affects for every 2 points it failed by until it succeeds a save at the end of its turn.
Dagger +3. 3x Multiattack. +10 to hit, Range 20/60 ft.
Hit. 13 (2d4+8) Piercing damage.
Shortbow. Ranged Weapon. +10 to hit, Range 80/320 ft.
Hit. 26 (6d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 22.5 (5d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 50ft Radius take 13 (5d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 18 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 18 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 18 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.
Any creature hit by one of the Grung's weapon attacks must make a DC 18 CON Save or take an additional 13 (5d4) poison damage. The creature also suffers additional affects for every 2 points it failed by until it succeeds a save at the end of its turn.
Dagger +3. 4x Multiattack. +10 to hit, Range 20/60 ft.
Hit. 13 (2d4+8) Piercing damage.
Shortbow. Ranged Weapon. +10 to hit, Range 80/320 ft.
Hit. 33 (8d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 22.5 (5d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 50ft Radius take 13 (5d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 18 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 18 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 18 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.Dripping Poison If the Grung takes damage, any creature within 5ft must make a DC 18 CON Save or take 18 (5d6) Poison Damage.
Any creature hit by one of the Grung's weapon attacks must make a DC 18 CON Save or take an additional 13 (5d4) poison damage. The creature also suffers additional affects for every 2 points it failed by until it succeeds a save at the end of its turn.
Dagger +3. 4x Multiattack. +10 to hit, Range 20/60 ft.
Hit. 13 (2d4+8) Piercing damage.
Shortbow. Ranged Weapon. +10 to hit, Range 80/320 ft.
Hit. 33 (8d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 22.5 (5d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 50ft Radius take 13 (5d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 18 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 19 to spot.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 19 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Any creature hit by one of the Grung's weapon attacks must make a DC 19 CON Save or take an additional 15 (6d4) poison damage. The creature also suffers additional affects for every 1 points it failed by until it succeeds a save at the end of its turn.
Dagger +4. 4x Multiattack. +11 to hit, Range 20/60 ft.
Hit. 17 (3d4+9) Piercing damage.
Shortbow. Ranged Weapon. +11 to hit, Range 80/320 ft.
Hit. 47 (12d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 27 (6d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 60ft Radius take 15 (6d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 19 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.