Grung

Grung

Small humanoid (grung)
Challenge

STR
−2
DEX
2
CON
2
INT
0
WIS
0
CHA
0

11
2d6+4
14
Fort
+2
Ref
+1
Will
+0
Damage immunities poison
Condition immunities poisoned

Speed 5 m., climb 7 m.
Skills Athletics −1 (10), Brawn −1 (10), Perception +1 (12), Stealth +3 (14), Wilderness +1 (12)
Languages Grung

Amphibious. The grung can breathe air and water.

Grung Poison. Grung poison loses its potency 1 minute after being removed from the grung. A similar breakdown occurs if the grung dies. A creature poisoned by the 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.

  • Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
  • Green. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands.
  • Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t use actions or move except to do so or to reach a body of liquid or mud.

Maneuvers. The grung uses maneuvers (maneuver save Difficulty 12). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: ambush, bloodletting blade, cripple, fan of knives, feint, spring attack

Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a Difficulty 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.

Standing Leap. The grung’s jump is always treated as if it has a running start.

Actions (1)

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) poison damage.

Forestvgtm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage to cause the creature to bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.

Enhance

You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.

As an action, make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or the creature is flat-footed to you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.