Grung
Small Humanoid, AnyAC 12
HP 11 (2d6 + 4)
Speed 25 ft., climb 25 ft.
STR
7 (-2)
Save -2
DEX
14 (+2)
Save +4
CON
15 (+2)
Save +2
INT
10 (+0)
Save +0
WIS
11 (+0)
Save +0
CHA
10 (+0)
Save +0
Saving Throws DEX +4
Skills Athletics +2, Perception +2, Stealth +4, Survival +2
Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 12
Languages Grung
CR 1/4
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. 4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4) poison damage.