Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 12 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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. +3 to hit, Range 20/60 ft.
Hit. 4 (1d4+1) Piercing damage.
Shortbow. Ranged Weapon. +3 to hit, Range 80/320 ft.
Hit. 5 (1d6+1) Piercing 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 11 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 12 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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.
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 11 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 12 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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.
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 11 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 13 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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. +5 to hit, Range 20/60 ft.
Hit. 6 (1d4+3) Piercing damage.
Shortbow. Ranged Weapon. +5 to hit, Range 80/320 ft.
Hit. 10 (2d6+3) Piercing 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 11 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 14 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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. 8 (1d4+5) Piercing damage.
Shortbow. Ranged Weapon. +8 to hit, Range 80/320 ft.
Hit. 11 (2d6+4) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 20 feet of the grung and able to hear it must succeed on a DC 12 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 14 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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. 10 (2d4+5) Piercing damage.
Shortbow. Ranged Weapon. +8 to hit, Range 80/320 ft.
Hit. 18 (4d6+4) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 20 feet of the grung and able to hear it must succeed on a DC 12 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 16 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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 16 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. +10 to hit, Range 20/60 ft.
Hit. 9 (1d4+6) Piercing damage.
Shortbow. Ranged Weapon. +10 to hit, Range 80/320 ft.
Hit. 15 (3d6+4) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 25 feet of the grung and able to hear it must succeed on a DC 13 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 15 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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 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. 3x Multiattack. +9 to hit, Range 20/60 ft.
Hit. 11 (2d4+6) Piercing damage.
Shortbow. Ranged Weapon. +9 to hit, Range 80/320 ft.
Hit. 26 (6d6+5) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 20 feet of the grung and able to hear it must succeed on a DC 12 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 16 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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 16 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. +11 to hit, Range 20/60 ft.
Hit. 12 (2d4+7) Piercing damage.
Shortbow. Ranged Weapon. +11 to hit, Range 80/320 ft.
Hit. 26 (6d6+5) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 25 feet of the grung and able to hear it must succeed on a DC 13 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 17 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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 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. +11 to hit, Range 20/60 ft.
Hit. 12 (2d4+7) Piercing damage.
Shortbow. Ranged Weapon. +11 to hit, Range 80/320 ft.
Hit. 26 (6d6+5) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 25 feet of the grung and able to hear it must succeed on a DC 13 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 18 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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 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. +13 to hit, Range 20/60 ft.
Hit. 16 (3d4+8) Piercing damage.
Shortbow. Ranged Weapon. +13 to hit, Range 80/320 ft.
Hit. 37 (9d6+5) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 30 feet of the grung and able to hear it must succeed on a DC 14 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 18 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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 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. +13 to hit, Range 20/60 ft.
Hit. 13 (2d4+8) Piercing damage.
Shortbow. Ranged Weapon. +13 to hit, Range 80/320 ft.
Hit. 33 (8d6+5) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 30 feet of the grung and able to hear it must succeed on a DC 14 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 18 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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 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. +13 to hit, Range 20/60 ft.
Hit. 16 (3d4+8) Piercing damage.
Shortbow. Ranged Weapon. +13 to hit, Range 80/320 ft.
Hit. 47 (12d6+5) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 30 feet of the grung and able to hear it must succeed on a DC 14 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 19 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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. +15 to hit, Range 20/60 ft.
Hit. 17 (3d4+9) Piercing damage.
Shortbow. Ranged Weapon. +15 to hit, Range 80/320 ft.
Hit. 47 (12d6+5) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 35 feet of the grung and able to hear it must succeed on a DC 15 WIS Save or be stunned until the end of the grung’s next turn.
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.
Abilities:
Amphibious.The creature can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 19 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’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. +15 to hit, Range 20/60 ft.
Hit. 17 (3d4+9) Piercing damage.
Shortbow. Ranged Weapon. +15 to hit, Range 80/320 ft.
Hit. 47 (12d6+5) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 35 feet of the grung and able to hear it must succeed on a DC 15 WIS Save or be stunned until the end of the grung’s next turn.
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.