Homebrew Kolgrung Species Details
THIS IS NONCORE D&D MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing.
Kolgrungs are oddities, dagon-froglike humanoids that have begun to be found in rain forests, tropical jungles, mountains, caves, forrests, and swamps. They are not as fiercely territorial as their grung liniage, but are much more materialistic. Sometimes found with their dragon mothers, but more often they are abandoned with the grung that found its way into the dragon. They tend to see themselves as above the grung, and occasionaly abandon the tribe to seek their own horde of whatever they deem worthy.
Dragon-crested Amphibians. This sub-species pf grung live in the native habitat of their dragon mothers or with the grung if the mother abandons the egg, and can only be produced by female dragons but renders her barren after laying. A kolgrung litter can be up to four eggs. About three months after hatching, a kolgrung hatchling takes on the shape of an adult and burst from the egg. It takes another six to nine months for a kolgrung juvenile to reach maturity.
Castes and Colors. Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.
Green grungs are the tribe’s warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders.
Red grungs are the tribe’s scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status.
Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe’s sovereign is always a gold grung.
Kolgrung are held at he same regard as Gold Grung but lack any sway or leadership. Revered more as a token of fortune rather than an individual.
A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.
Naturally Enchanted. All kolgrungs secrete a substance that is harmless to them but dangerous to other creatures. A kolgrung can also use this secretion to briefly enchant its weapons. The secretion corresponds to the element of their mother. This can be used as a bonus action, and provides a 1d4 of the corresponding damage on the next hit.
Kolgrung Traits
Your kolgrung character has an assortment of inborn abilities, part and parcel of dragon and grung nature.Ability Score Increase
Your Dexterity score increases by 2 and your Constitution score increases by 1.
Age
Kolgrungs mature to adulthood in a single year, but have been known to live up to 150 years.
Alignment
Most kolgrungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.
Size
Kolgrungs stand between 2 ½ and 4 feet tall and average about 40 pounds. Your size is Small.
Arboreal Alertness
You have proficiency in the Perception skill.
Speed
Your base walking speed is 30 feet, a swimming speed of 30 and you have a climbing speed of 30 feet.
Amphibious
You can breathe air and water.
Elemental Immunity
You’re immune to elemental damage in correspondence to your Kolgrung's color.
Drakodart 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 take 1d4 elemental damage.
You can also apply this secretion to any weapon as a bonus action. The target takes an additional 1d4 elemental damage.
Standing Leap
Your long jump is up to 25 feet and your high jump is up to 15 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 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.
Languages
You can speak, read, and write Grung, common, Draconic.
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