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Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 10, Lawful Evil CR 1/2 100 xp

  • Armor class 16 (Barkskin, AC 12 if dispelled.)
  • Hit points 6 (1d6+2)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX14 (+2)
  • CON15 (+2)
  • INT10 (0)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +4

Skills:Athletics + 2, Stealth + 4, Perception + 4, Survival + 4,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 14, Bluff DC 12, Bribe DC 16, 50 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 1/2 (100 xp)

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 20, Lawful Evil CR 1 200 xp

  • Armor class 16 (Barkskin, AC 13 if dispelled.)
  • Hit points 28 (5d6+10)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +5

Skills:Athletics + 2, Stealth + 5, Perception + 4, Survival + 4,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 14, Bluff DC 12, Bribe DC 16, 50 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 1 (200 xp)

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 30, Lawful Evil CR 2 450 xp

  • Armor class 16 (Barkskin, AC 13 if dispelled.)
  • Hit points 46 (7d6+21)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX16 (+3)
  • CON17 (+3)
  • INT10 (0)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +5

Skills:Athletics + 2, Stealth + 5, Perception + 4, Survival + 4,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 14, Bluff DC 12, Bribe DC 16, 100 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 2 (450 xp)

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 50, Lawful Evil CR 3 700 xp

  • Armor class 16 (Barkskin, AC 14 if dispelled.)
  • Hit points 65 (10d6+30)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX18 (+4)
  • CON17 (+3)
  • INT10 (0)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6

Skills:Athletics + 2, Stealth + 6, Perception + 4, Survival + 4,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 14, Bluff DC 12, Bribe DC 16, 200 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 3 (700 xp)

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 75, Lawful Evil CR 4 1,100 xp

  • Armor class 17 (Barkskin, AC 14 if dispelled.)
  • Hit points 72 (11d6+33)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX18 (+4)
  • CON17 (+3)
  • INT10 (0)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +7

Skills:Athletics + 4, Stealth + 7, Perception + 5, Survival + 5,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 15, Bluff DC 12, Bribe DC 18, 300 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 4 (1,100 xp)

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 150, Lawful Evil CR 5 1,800 xp

  • Armor class 17 (Barkskin, AC 15 if dispelled.)
  • Hit points 91 (14d6+42)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX20 (+5)
  • CON17 (+3)
  • INT10 (0)
  • WIS17 (+3)
  • CHA11 (0)

Save Throws:DEX +8

Skills:Athletics + 4, Stealth + 8, Perception + 6, Survival + 6,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 16, Bluff DC 13, Bribe DC 19, 500 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 5 (1,800 xp)

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 200, Lawful Evil CR 6 2,300 xp

  • Armor class 17 (Barkskin, AC 15 if dispelled.)
  • Hit points 120 (16d6+64)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX20 (+5)
  • CON18 (+4)
  • INT10 (0)
  • WIS18 (+4)
  • CHA11 (0)

Save Throws:DEX +8

Skills:Athletics + 4, Stealth + 8, Perception + 7, Survival + 7,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 17, Bluff DC 14, Bribe DC 20, 750 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 6 (2,300 xp)

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 300, Lawful Evil CR 7 2,900 xp

  • Armor class 17 (Barkskin, AC 15 if dispelled.)
  • Hit points 145 (17d6+85)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX20 (+5)
  • CON20 (+5)
  • INT10 (0)
  • WIS18 (+4)
  • CHA11 (0)

Save Throws:DEX +8

Skills:Athletics + 4, Stealth + 8, Perception + 7, Survival + 7,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 17, Bluff DC 14, Bribe DC 20, 1,500 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 7 (2,900 xp)

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 400, Lawful Evil CR 8 3,900 xp

  • Armor class 17 (Barkskin, AC 15 if dispelled.)
  • Hit points 153 (18d6+90)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX20 (+5)
  • CON20 (+5)
  • INT10 (0)
  • WIS18 (+4)
  • CHA11 (0)

Save Throws:DEX +8

Skills:Athletics + 4, Stealth + 8, Perception + 7, Survival + 7,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 17, Bluff DC 14, Bribe DC 20, 2,000 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 8 (3,900 xp)

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. The Grung can also use its reaction to splas poison on a melee attacker.

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 500, Lawful Evil CR 9 5,000 xp

  • Armor class 18 (Barkskin, AC 15 if dispelled.)
  • Hit points 170 (20d6+100)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX20 (+5)
  • CON20 (+5)
  • INT10 (0)
  • WIS19 (+4)
  • CHA11 (0)

Save Throws:DEX +9, CON +9, WIS +8

Skills:Athletics + 6, Stealth + 9, Perception + 8, Survival + 8,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 18, Bluff DC 14, Bribe DC 22, 3,000 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 9 (5,000 xp)

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 750, Lawful Evil CR 10 5,900 xp

  • Armor class 18 (Barkskin, AC 15 if dispelled.)
  • Hit points 187 (22d6+110)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX20 (+5)
  • CON20 (+5)
  • INT10 (0)
  • WIS19 (+4)
  • CHA11 (0)

Save Throws:DEX +9, CON +9, WIS +8

Skills:Athletics + 6, Stealth + 9, Perception + 8, Survival + 8,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 18, Bluff DC 14, Bribe DC 22, 4,000 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 10 (5,900 xp)

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. The Grung can also use its reaction to splas poison on a melee attacker.

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 1000, Lawful Evil CR 11 7,200 xp

  • Armor class 18 (Barkskin, AC 15 if dispelled.)
  • Hit points 213 (25d6+125)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX20 (+5)
  • CON20 (+5)
  • INT10 (0)
  • WIS20 (+5)
  • CHA11 (0)

Save Throws:DEX +9, CON +9, WIS +9

Skills:Athletics + 6, Stealth + 9, Perception + 9, Survival + 9,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 19, Bluff DC 15, Bribe DC 23, 5,000 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 11 (7,200 xp)

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. The Grung can also use its reaction to splas poison on a melee attacker.

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 1250, Lawful Evil CR 12 8,400 xp

  • Armor class 19 (Barkskin, AC 15 if dispelled.)
  • Hit points 221 (26d6+130)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX20 (+5)
  • CON20 (+5)
  • INT10 (0)
  • WIS20 (+5)
  • CHA11 (0)

Save Throws:DEX +10, CON +10, WIS +10

Skills:Athletics + 8, Stealth + 10, Perception + 10, Survival + 10,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 20, Bluff DC 15, Bribe DC 25, 7,500 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 12 (8,400 xp)

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. The Grung can also use its reaction to splas poison on a melee attacker.

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 1500, Lawful Evil CR 13 10,000 xp

  • Armor class 19 (Barkskin, AC 15 if dispelled.)
  • Hit points 230 (27d6+135)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX20 (+5)
  • CON20 (+5)
  • INT10 (0)
  • WIS20 (+5)
  • CHA11 (0)

Save Throws:DEX +10, CON +10, WIS +10

Skills:Athletics + 8, Stealth + 10, Perception + 10, Survival + 10,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 20, Bluff DC 15, Bribe DC 25, 10,000 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 13 (10,000 xp)

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 1750, Lawful Evil CR 14 11,500 xp

  • Armor class 19 (Barkskin, AC 15 if dispelled.)
  • Hit points 238 (28d6+140)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX20 (+5)
  • CON20 (+5)
  • INT10 (0)
  • WIS20 (+5)
  • CHA11 (0)

Save Throws:DEX +10, CON +10, WIS +10

Skills:Athletics + 8, Stealth + 10, Perception + 10, Survival + 10,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 20, Bluff DC 15, Bribe DC 25, 12,500 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 14 (11,500 xp)

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. The Grung can also use its reaction to splas poison on a melee attacker.

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.

Actions

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.

Legendary Actions

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.

Grung Wildling

Grung Wildling Small Humanoid, Loot Value 20, Loot Value 2000, Lawful Evil CR 15 13,000 xp

  • Armor class 20 (Barkskin, AC 15 if dispelled.)
  • Hit points 255 (30d6+150)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX20 (+5)
  • CON20 (+5)
  • INT10 (0)
  • WIS20 (+5)
  • CHA11 (0)

Save Throws:DEX +11, CON +11, WIS +11

Skills:Athletics + 10, Stealth + 11, Perception + 11, Survival + 11,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 21, Bluff DC 15, Bribe DC 27, 15,000 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 15 (13,000 xp)

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.

Actions

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.

Legendary Actions

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.