Homebrew Frog race (Grungs) Species Details
Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. 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. From lowest to highest caste, grungs can be green, blue, purple, red, orange, or gold.
Frog race (Grungs) Traits
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. Arboreal Alertness. You have proficiency in the Perception skill. Size. Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small. Speed. You have a walking speed of 25 feet. Your sticky finger and toe pads give you a climb speed of 25 feet. Amphibious. You can breathe air and water. Poison Immunity. You are 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 ConstCaste
Grung Caste
| Caste | Poisonous Skin Effect |
|---|---|
| Green | The poisoned creature's movement speed is reduced by 10 feet, except when climbing or jumping. If the creature is flying, it can't take reactions and has disadvantage on all strength and dexterity ability checks until it lands. |
| Blue | The poisoned creature must make a loud noise at the end of its turn, and the creature yells if it attempts to speak. The poisoned creature is unaware that it is yelling. |
| Purple | The poisoned creature feels incredibly dehydrated and experiences a desperate thirst. It can't speak unless it spends a bonus action to drink water or a similar liquid. Immersing itself in water or a similar liquid ends this effect while the creature remains immersed. |
| Red | The poisoned creature feels an overwhelming, all-consuming hunger. While it is aware of a nearby source of food, it has disadvantage on strength ability checks and moves at half speed unless it moves towards a food source. |
| Orange | The poisoned creature is easily frightened of any creatures it can see or hear. It has disadvantage on all charisma checks against creatures it can see or hear for the duration, and any creature that makes an intimidation check against the poisoned creature does so with advantage. |
| Gold | The poisoned creature's mood changes as if you had cast the friends cantrip on it. When the effect ends, the creature does not know its mood was altered. |
Poisonous Skin. Any creature that grapples you or
Ability Score Increase
Your Dexterity score increases by 2, and your Constitution score increases by 1.
Water Dependency
Water Dependency. If you fail to immerse yourself in water for at least 10 minutes each day, you suffer one 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 10 minutes.
Poisoned 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. While poisoned in this way, the creature will also suffer from an additional effect determined by your grung caste. 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. A creature that succeeds on a saving throw against this effect becomes immune for 24 hours.
Additionally, as an action you can apply poison to a melee weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains its potency for 1 minute before drying. After using this feature, you cannot use it again until taking a long rest and immersing yourself in water for at least 10 minutes.
Arboreal Alertness.
You have proficiency in the Perception skill.
Amphibious
You can breathe air and water.
Poison Immunity
You are Immune to poison and the poison stat effect
Standing Leap.
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.
Languages
You Can speak, read and write in Grung
Cunning Artisan
- As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.
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Posted Apr 10, 2024This is so cool would love to use this in a build.