Grung Wildling
Small Humanoid, AnyAC 16 (natural armor)
HP 27 (5d6 + 10)
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
15 (+2)
Save +2
CHA
11 (+0)
Save +0
Saving Throws DEX +5
Skills Athletics +2, Perception +4, Stealth +5, Survival +4
Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 14
Languages Grung
CR 1
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.