Grung Elite Warrior
Small Humanoid, AnyAC 13
HP 49 (9d6 + 18)
Speed 25 ft., climb 25 ft.
STR
7 (-2)
Save -2
DEX
16 (+3)
Save +5
CON
15 (+2)
Save +2
INT
10 (+0)
Save +0
WIS
11 (+0)
Save +0
CHA
12 (+1)
Save +1
Saving Throws DEX +5
Skills Athletics +2, Perception +2, Stealth +5, Survival +2
Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 12
Languages Grung
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 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.
Water Dependency. If the grung isn't immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour.
Actions
Dagger. 5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
Shortbow. 5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage.
Mesmerizing Chirr (Recharge). 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 12 Wisdom saving throw or be stunned until the end of the grung's next turn.