Homebrew Dumpy Grung 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.
Dumpy Grungs are stoic froglike humanoids found in rain forests and tropical jungles.
Tree-Dwelling Amphibians. Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity.
Colors. All grungs are a dull greenish gray when they are born, but an juvenile takes on a range of greens and blues as it grows to adulthood. Some will even develop speckles on their skin.
We don't got the poisons, but we use them. Unlike others of their race, dumpy grungs do not secrete a poisonous substance. They are, however, resourceful, and will extract poisons and venom to use in their apothecary arts. Often, dumpy warriors will use venom to poison its weapons.
Voracious Eaters. Dumpy grungs are infamous for their savage and ravenous dining habits. While most feared by bugs and fairies, dumpy grungs will occasionally attempt to eat the limbs of creatures much larger than them. No one is sure why they do this.
Dumpy Grung Traits
Your grung character has an assortment of inborn abilities, part and parcel of grung nature.Overwhelming tongue
Player will be timed for their speech
Roll 1 d4 psych damage for each minute the speech lasts
still working on details
Ability Score Increase
Your Dexterity score increases by 2 and your Constitution score increases by 1.
Age
Grungs mature to adulthood in a single year, but have been known to live up to 50 years.
Alignment
Most grungs 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
Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small.
Arboreal Alertness
You have proficiency in the Perception skill.
Speed
Your base walking speed is 25 feet, and you have a climbing speed of 25 feet.
Amphibious
You can breathe air and water.
Poison Immunity
You’re immune to poison damage and the poisoned condition.
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.
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.
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