Grung Playable Race

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Grung

Grungs are froglike humanoids found in rain forests and tropical jungles. They are often aggressive, fiercely territorial, and see themselves as superior to most other creatures.

Grung Traits

Your grung character has an assortment of abilities inherent to its physiology.

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Grungs reach maturity in about a year and often die young in territorial disputes, but have been known to live upwards of 60 years.

Size. Grungs stand between 2 to 3 feet, and weigh roughly 25-35 pounds. Your size is small.

Speed. Your base walking speed is 25 feet, and you have a climb speed of 25 feet. You take no penalties when climbing slick surfaces.

Amphibious. You can breathe air and water.

Grung Caste. You come from a rigid caste system, determined by grung color. Choose one caste from the Grung Caste table. The additional effect of your poisonous skin is determined by your caste.

Grung Caste
Caste Poisonous Skin Effect
Green The poisoned creature's movement speed is reduced by 10 feet, except when climbing or jumping. If the creature is flying, it can't take reactions and has disadvantage on all strength and dexterity ability checks until it lands.
Blue The poisoned creature must make a loud noise at the end of its turn, and the creature yells if it attempts to speak. The poisoned creature is unaware that it is yelling.
Purple The poisoned creature feels incredibly dehydrated and experiences a desperate thirst. It can't speak unless it spends a bonus action to drink water or a similar liquid. Immersing itself in water or a similar liquid ends this effect while the creature remains immersed.
Red The poisoned creature feels an overwhelming, all-consuming hunger. While it is aware of a nearby source of food, it has disadvantage on strength ability checks and moves at half speed unless it moves towards a food source.
Orange The poisoned creature is easily frightened of any creatures it can see or hear. It has disadvantage on all charisma checks against creatures it can see or hear for the duration, and any creature that makes an intimidation check against the poisoned creature does so with advantage.
Gold The poisoned creature's mood changes as if you had cast the friends cantrip on it. When the effect ends, the creature does not know its mood was altered.

Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the creature will also suffer from an additional effect determined by your grung caste. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune for 24 hours.

Additionally, as an action you can apply poison to a melee weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains its potency for 1 minute before drying. After using this feature, you cannot use it again until taking a long rest and immersing yourself in water for at least 10 minutes.

Poison Resistance. You have advantage on saving throws against poisons.

Standing Leap. Your long jump is up to 25 feet, and your high jump is up to 15 feet, with or without a running start.

Water Dependency. If you fail to immerse yourself in water for at least 10 minutes each day, you suffer one level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 10 minutes.

Credit

Colin Curry

 

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