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Grung Wildling
- STR
- 7 (-2)
- DEX
- 16 (+3)
- CON
- 15 (+2)
- INT
- 10 (+0)
- WIS
- 15 (+2)
- CHA
- 11 (+0)
The grung can breathe air and water.
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.
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.
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.
The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
At will: druidcraft
2/day: plant growth
3/day each: cure wounds, spike growth
Actions
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage.
Find this creature in the encounter builder

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 150 - Licenses and attribution