Small Humanoid, Typically Lawful Evil
AC 14 Studded Leather Armor    Initiative +2 (12)
HP 24 (6d8)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 10 +0 +0
DEX 14 +2 +2
CON 10 +0 +0
Mod Save
INT 10 +0 +0
WIS 18 +4 +4
CHA 10 +0 +0
Skills Medicine +6, Nature +3, Perception +6
Immunities Poison; Poisoned
Senses Passive Perception 16
Languages Common, Druidic, Grung
CR 1 (XP 200; PB +2)
Traits

Amphibious. The grung can breathe air and water.

Poisonous Skin. Any creature that grapples the grung, strikes it with a melee attack of 5 feet range 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.

Actions

Vine Staff. Melee Attack Roll: +2, reach 5 ft. Hit: 6 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Poison damage.

Poison Spray. Ranged Attack Roll: +6, range 30 ft. Hit: 7 (1d12) Poison damage.

Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):

At Will: Primal Savagery, Speak with Animals
2/Day Each: Cure Wounds, Healing Word
1/Day Each: Entangle, Faerie Fire

Bonus Actions

Wild Shape (2/Short Rest). the Cleansing Druid Grung Poisoner can use an action to transform into a CR 1/8 or lower beast that cannot fly or swim. He remains in this form for 1 hour, uses a bonus action to end the effect, falls unconscious, drops to 0 hit points, or dies.

Habitat: Any

Archetypo

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