Homebrew Cavespring Grung Species Details
Most Grung come from wetlands or swamps, but Cavespring Grung live deep in caves and the Underdark where natural springs and other types of water and flora flourish. Like tradional Grung, Cavespring Grung are very territorial as well and use their abilities to raise large, colorful poisonous plant gardens to protect their homes. They create a symbiotic relationship with plants, maintaining them and allowing them to flourish while secreting a poison that the plants thrive on. The plants grow and take on a glowing effect and color the same as the frog that maintains it, no longer needing sunlight as a Cavespring Grung's poison gives them valuable phytonutrients.
Luminescent
Cavespring Grung are a unique species of Grung. Their bodies are very colorful being a bright neon color, typically reflective of their family and pod . Their bodies naturally secrete a defensive poison in their bloodstream and on there skin infused with biogenic fluorescents that give off a neon glowing color. These biogenic fluorescents are beneficial to plants and feed them valuable phytonutrients, allowing them not to need sunlight to survive which the Cavespring Grung can secrete.
Peaceful and Adaptive
Cavespring Grung live deep in caves and in the Underdark where natural springs or lakes occur. They adapt to their spring and will import plants from the outside and raise them around the springs to protect themselves. Even in total darkness, Cavespring Grung pods create a brilliant bio-luminescent community of flora and other fellow Grung. Whole pods take care of the plants, and in return the plants take care of them by providing protection, habitat, and food in a symbiotic relationship.
Nurturing and Dangerous
Cavespring Grung live differently from other Grungs in the swamps. They do not have a caste system and prefer to live in harmony with the plants and among the rest of their pod. Each Grung is responsible for a plant, which is nurtured with the poison the Grung secretes, growing as its home and protective sanctuary. The plants turn the color of the Grung, symbolizing which family of Grung takes care of the plant. These plants are aggressive toward any creatures not part of the local pod and will entangle them. The poison the Cavespring Grung secretes is also used to fend off outsiders and used to catch prey, so in combination with their plants local creatures quickly learn to stay away from a cave occupied by Cavespring Grung.
Cavespring Grung Traits
Your grung character has similar characteristics to to other grungs.Ability Score Increase
Chose one ability score to increase by 2 and two ability scores by 1.
Age
Cavespring Grungs mature to adulthood in a single year, but have been known to live up to 100 years.
Size
Cavespring Grungs stand between 3½ and 4½ feet tall and average about 30 pounds.Your size is Small
Speed
You have a walking speed of 30 feet.Your sticky finger and toe pads give you a climb speed of 30 feet and your webbed feet and hands give you a swimming speed of 60 feet.
Darkvision
Accustomed to life in caves, you have superior darkvision in dark and dim conditions. You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Poisonous Skin
Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 16 Constitution saving throw or take 1d6 poison damage and become paralyzed for 1 minute. A paralyzed creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently.The target takes must succeed on a DC 16 Constitution saving throw or take 2d6 poison damage and become paralyzed for 1 minute.
Languages
You can speak, read, and write Grung.
Arboreal Alertness
You have expertise in the perception skill
Amphibious
You can breathe air and water.
Poison Immunity
You are immune to poison damage and the poisoned condition.
Standing Leap
Your long jump is up to 30 feet and your high jump is up to 20 feet, with or without a running start.
Water Dependency
If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
Blinding Bioluminescence
As an bonus action you can activate your bioluminescence lighting it up brightly all creatures within 10 feet of you must make a Constitution saving throw DC 16 or take 1d6 radiant damage and be blinded until your the end of next turn.You can use this ability a number of times equal to your proficiency bonus, you regain all expended uses when you finish a short or long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/16/2023 5:08:08 AM
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71
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3
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5e
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Coming Soon
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