Armor Class
13
Grung Elite Warrior
Small Humanoid · Any Alignment
Hit Points
49 (9d6 + 18)
Speed
Walk 25 ft., Climb 25 ft.
CR
2
Traits
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 Constitution saving throw or become for 1 minute. A 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 long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Water Dependency
If the grung isn't immersed in water for at least 1 hour during a day, it suffers 1 level of at the end of that day. The grung can recover from this only through magic or by immersing itself in water for at least 1 hour.
Actions
Dagger
Melee or Ranged Weapon Attack +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 () Piercing damage plus 5 () Poison damage.
Shortbow
Ranged Weapon Attack +5 to hit, range 80/320 ft., one target. 6 () Piercing damage plus 5 () Poison 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 12 Wisdom saving throw or be until the end of the grung's next turn.