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Monster

Grung Wildling

Small Humanoid · Any Alignment

Mordenkainen Presents: Monsters of the Multiverse Page 150
Armor Class 16
Hit Points 27 (5d6 + 10)
Speed Walk 25 ft., Climb 25 ft.
CR 1
STR 7 -2
DEX 16 +3
CON 15 +2
INT 10 +0
WIS 15 +2
CHA 11 +0

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.
Confirmation

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