Page 158 - Volo's Guide to Monsters
P. 158

GRUNG WILDLING
                                                                 Small humanoid (grung), lawful e11il
               GRUNG ELITE WARRIOR
               Small humanoid (grung), lawful ei,i/
                                                                Armor Class 13  (16 with barkskin)
                                                                 Hit Points 27 (5d6 + 10)
               Armor Class 13                                   Speed 25 ft., climb 25 ft.
               Hit Points 49  (9d6 + 18)
               Speed 25 ft., climb 25 ft.
                                                                   STR    DEX    CON     INT    WIS    CHA
                                                                  7 (-2)   16 (+3)   l 5 (+2)   10 (+O)   15  (+2)   11  (+O)
                 STR    DEX    CON      INT   WIS     CHA
                7 (-2)   16 (+3)   15 (+2)   10 (+O)   11  (+O)   12 (+l)
                                                                Saving Throws Dex +5
                                                                 Skills Athletics +2, Perception +4, Stealth +5, Survival +4
               Saving Throws Dex +5                              Damage Immunities poison
               Skills Athletics +2,  Perception +2, Stealth +5, Survival +2   Condition Immunities poisoned
               Damage Immunities poison                          Senses passive Perception 14
               Condition Immunities poisoned                     Languages Grung
               Senses passive Perception 12                     Challenge 1 (200 XP)
               Languages Grung
               Challenge 2 (450 XP)
                                                                 Amphibious. The grung can breathe air and water.
               Amphibious. The grung can breathe air and water.   Poisonous Skin. Any creature that grapples the grung or oth-
                                                                 erwise comes into direct contact with the grung's skin  must
               Poisonous Skin. Any creature that grapples the grung or oth-
                                                                 succeed on a DC 12 Constitution saving throw or become
               erwise comes into direct contact with the grung's skin must   poisoned for l  minute. A poisoned creature no longer in direct
               succeed on a DC 12 Constitution saving throw or become
                                                                 contact with the grung can repeat the saving throw at the end
               poisoned for 1 minute. A poisoned creature no longer in direct   of each of its turns, ending the effect on itself on a success.
               contact with the grung can repeat the saving throw at the end
               of each of its turns, ending the effect on itself on a success.   Spellcasting. The grung is a 9th-level spellcaster. Its spellcast-
                                                                 ing ability is Wisdom (spell save DC 12, +4 to hit with spell
               Standing Leap. The grung's long jump is  up to 25 feet and its
                                                                 attacks). It knows the following ranger spells:
               high jump is up to 15 feet, with or without a running start.
                                                                 1st level (4 slots): cure wounds.jump
               ACTIONS                                           2nd level  (3 slots): barkskin, spike growth
               Dagger.  Melee or Ranged Weapon Attack: +5 to hit,  reach 5 ft.   3rd level  (2 slots): plant growth
               or range 20/60 ft., one target. Hit: 5 (ld4 + 3)  piercing damage,   Standing Leap. The grung's long jump is  up to 25 feet and its
               and the target must succeed on a DC 12 Constitution saving
                                                                 high jump is  up to 15 feet, with or without a running start.
               throw or take 5 (2d4)  poison damage.
                                                                 ACTIONS
               Shortbow. Ranged Weapon Attack: +5 to hit,  range 80/320 ft.,
               or,e target. Hit: 6 (ld6 + 3)  piercing damage, and the target   Dagger.  Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
               must succeed on a DC 12 Constitution saving throw or take 5   or range 20/60 ft., one target.  Hit: 5 (ld4 + 3)  piercing damage,
               (2d4)  poison damage.                             and the target must succeed on a DC 12 Constitution saving
                                                                 throw or take 5 (2d4)  poison damage.
               Mesmerizing Chirr (Recharge 6). The grung makes a chirring
               noise to which grungs are immune. Each  humanoid or beast   Shortbow.  Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
               that is within  15 feet of the grung and able to hear it must suc-  one target. Hit: 6 (ld6 + 3)  piercing damage, and the target
               ceed on a DC 12 Wisdom saving throw or be stunned until the   must succeed on a DC 12 Constitution saving throw or take 5
               end of the grung's next turn.                     (2d4)  poison damage.
              C!   6      &i   ?E?i ,   ¥ 0   · 4%  £ffP5~  iE#  FE
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