Grung Ninja (5e Creature)
Grung Ninja
Small humanoid (grung), lawful evil Armor Class 17 (natural armour)
Saving Throws Dex +7 Amphibious. The grung can breathe air and water. Brave. The grung has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the grung hits with it. Keen Sight. The grung has advantage on Wisdom (Perception) checks that rely on sight. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 13 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 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. Magic Weapons. The grung's weapon attacks are magical. Nimble Escape. The grung can take the Disengage or Hide action as a bonus action on each of its turns. ACTIONSMultiattack. The grung makes two attacks. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, plus 3 (1d6) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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[[File:|thumb|600px|]] A grung assassin with the Master template applied to it. |
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