Grung WildlingSmall humanoid (grung)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Fortitude saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The grung wildling uses Primal (Wis) to cast spells (spell save DC 12, +4 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
Standing Leap. The grung’s long jump is up to 5 meters and its high jump is up to 3 meters, with or without a running start.
Variant: Grung Poison. 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. This effect lasts until the creature is no longer poisoned by the grung.
Red. The poisoned creature must use its actions to eat if food is within reach.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 1 m. or range 3/10 m. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Fortitude saving throw or take 5 (2d4) poison damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 10/100 m. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Fortitude saving throw or take 5 (2d4) poison damage.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9