| 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 |
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.
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
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.
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