Grung Wildling

Small Humanoid, Any Alignment

STR
7 (-2)
DEX
16 (+3)
CON
15 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
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 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.

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.

Spellcasting.

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

Dagger.

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.

Shortbow.

Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage.

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Grung Wildling

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