Homebrew El Grungito Species Details
Grungs are amphibious beings who feel at home on land and in water.
Ability Score Increase
Ability Score Increase: Your Dexterity score increases by 2 and your Constitution score increases by 1.
Arboreal Alertness
Arboreal Alertness: You have proficiency in the Perception skill.
Poison Immunity
Poison Immunity: You’re immune to poison damage and the poisoned condition.
Amphibious
Amphibious: You can breathe air and water.
Poisonous Skin
Poisonous Skin: Any creature that grapples you or otherwise comes into direct contact with your 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 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 must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
Water Dependency
Water Dependency: If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
El Grungito Traits
Grungs are amphibious beings who feel at home on land and in water. Ability Score Increase Ability Score Increase: Your Dexterity score increases by 2 and your Constitution score increases by 1. Arboreal Alertness Arboreal Alertness: You have proficiency in the Perception skill. Poison Immunity Poison Immunity: You’re immune to poison damage and the poisoned condition. Amphibious Amphibious: You can breathe air and water. Poisonous Skin Poisonous Skin: Any creature that grapples you or otherwise comes into direct contact with your 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 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 must succeed on a DC 12 Constitution saving throw or take 2d4 poison da