Page 36 - Dragonix - DM Options, Monster Talents II
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immediately ends it turn and all attacks made it can make one melee weapon attack as a bonus
against the grung have advantage until the start of action.
its next turn.
Spasmodic Hop
Type: Reaction.
Guard Drake
When a creature the grung can see moves within 5
feet of the grung, the grung moves up to its speed
The guard drake (CR 2) can have 1 talent.
without provoking opportunity attacks.
Natural Immunity
Type: Trait.
Grung Elite Warrior The guard drake has immunity to acid, cold, fire,
lightning, or poison based on the dragon it was
The grung (CR 2) can have 1 talent.
created from (i.e. acid from black dragon, fire from
red dragon, etc.).
Sharpshooter
Type: Trait. Pounce
The grung's ranged weapon attacks ignore half Type: Trait.
cover and three-quarters cover and attacking at
If the guard drake moves at least 20 feet straight
long range doesn't impose disadvantage on the
toward a creature and then hits it with a bite attack
grung's ranged weapon attack rolls.
on the same turn, that target must succeed on a DC
13 Strength saving throw or be knocked prone.
Steady Aim
Type: Action.
Steady Aim (3/Day). As a bonus action,
the grung takes careful aim at a creature it
can see within range of its ranged weapon.
Until the end of its turn, the grung deals an
an extra 3 (1d6) damage with its ranged
weapon attack against the target.
Grung Wildling
The grung (CR 1) can have 1 talent.
Battle Magic
Type: Trait.
When the grung uses its action to cast a
spell that has a casting time of 1 action,
Chapter 1. Volo's Guide to Monsters 35

