Sources
CR
Type
Size
Alignment
Movement

Grung Wildling

Small Humanoid (grung), Lawful Evil

Armor Class 13, 16 with barkskin
Hit Points 27 (5d6 + 10)
Speed 25 ft., climb 25 ft.
STR
7
-2
DEX
16
+3
CON
15
+2
INT
10
+0
WIS
15
+2
CHA
11
+0
Saving Throws DEX +5
Skills Athletics +2, Perception +4, Stealth +5, Survival +4
Damage Immunities poison
Condition Immunities Poisoned
Senses passive Perception 14
Languages Grung
Challenge 1 (200 XP)

Traits

Amphibious. The grung can breathe air and water.

Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's 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 the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Spellcasting

Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:

1st level (4 slots): cure wounds, jump

2nd level (3 slots): barkskin, spike growth

3rd level (2 slots): plant growth

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit:6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Lore

Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.