9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 1d20+4 to hit with spell attacks). 1st level (4 slots): cure wounds.jump 2nd level (3 slots): barkskin, spike growth 3rd level (2 slots): plant growth
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 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 long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Variant: Grung Poison: Grung poison loses its potency 1 min 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. Green: Cant move except to climb or make standing jups. If the creature is flying, it can't take any actions or reactions unless it lands. Blue: Must shout loudly or otherwise make a loud noise at the start and end of its turn. Purple Feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud. Red must use its action to eat if food is within reach. Orange Frightened of its allies. Gold: Charmed and can speak grung.
Dagger: Melee or Ranged Weapon Attack: +5 1d20+5 to hit, reach 5 ft or range 20/60 ft. Hit: 4 1d4+3 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) 2d4 poison damage. Shortbow. Ranged Weapon Attack:[ +5 to hit 1d20+5 , range 80/320 ft., one target. Hit: 6 (ld6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. (Volo p. 156) Castes:Green:Warriors, hunters, and laborers. Blue:artisans and domestics Purple: administrators and commanders Red: Scholars and magic users, considered to purple, blue and green grungs and given proper respect (use Grung Wildling) Orange: Elite warriors (Grung Elite Warrior) Gold: Ruling class (Grung Elite Warrior)
Rain forest, jungle