Small Humanoid, Any Alignment
Armor Class 15 (natural armor)
Hit Points 100 (5d6 + 10)
Speed 25 ft., Climb 25 ft., Swim 30 ft.
STR
7 (-2)
DEX
16 (+3)
CON
15 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws DEX +5
Skills Athletics +2, Perception +4, Stealth +5, Survival +4
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Passive Perception 14
Languages Grung
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amphibious. The alunga can breathe air and water.

Weird Skin. Anytime a creature is within melee range to the alunga, at the top of its turn the DM rolls a d4 for a different effect. On a 1, the creature has to roll a  DC 12 CON save or be poisoned for 2d4 rounds for 1d6+2 damage due to its toxic skin. On a 2, the creature takes 1d6+2 piercing damage from thorns growing out of its body. On a 3 the creature needs to make a DC 15 strength check or the alunga will be able to use the Slippery trait. On a 4 any creature within a 10ft radius will have to make a DC 12 CHA or be charmed for 1d4 rounds.

Thorned Armour.  Any creature that makes a successful melee attack, takes 2d6+2 piercing damage from thorns growing out of its body

Slippery. When a creature misses an attack against the alunga, it can move half his movement speed in any direction without provoking attacks of opportunity.

Frog Wrastling. The alunga jumps 25ft at a target in attempt to body slam. +5 On a successful hit, the target takes 1d8 bludgeoning damage. The target also has to roll a  DC 12 CON save or be poisoned for 2d4 rounds for 2d6+4 damage due to its toxic skin. Target takes half damage on a successful save. Target can reroll their save to stop the poison. Range increases 5ft for every 10ft traveled before use.

Actions

Bonk. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Frog Wrastling. The alunga jumps 25ft at a target in attempt to body slam. +5 On a successful hit, the target takes 1d8 bludgeoning damage. The target also has to roll a  DC 12 CON save or be poisoned for 2d4 rounds for 2d6+4 damage due to its toxic skin. Target takes half damage on a successful save. Target can reroll their save to stop the poison. Range increases 5ft for every 10ft traveled before use.

Flower Power. (Recharge 2)  The flower on the alungas back sprays in a 20ft line, and any creature in the cone must make a DC 12 CHA save or be charmed for 1d4 rounds.

Spellcasting. The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

At will: Poison Sprayjump

3/day each: stoneskin, spike growth

2/day: giant insectGuardian of nature

Bonus Actions

Moss ball. The alunga summons one moss sprite and throws it at an ally within 40ft. The moss sprite sticks onto the ally and heals them for 1d6+2 at the start of the allies turn. The moss sprite returns to the alunga when the ally dies.

Description

An alunga is a corrupted version of a grung. An alunga will enter a grung village and infect and control the village.


Grungs

Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.

Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant: Grung Poison”). They also use this venom to poison their weapons.

 

Lair and Lair Actions

Only found in the alunga village. A grung village taken over by the alunga

Previous Versions

Name Date Modified Views Adds Version Actions
8/4/2022 6:23:08 AM
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Habitat: ForestSwamp

TreysoPaaso

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