Grung Elite Warrior

Source: Mordenkainen Presents: Monsters of the Multiverse p. 150, Volo’s Guide to Monsters p. 157

A grung elite warrior typically leads a group of grung and other warriors into battle and is often accompanied by a grung wildling.

Grungs

Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.

Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant: Grung Poison”). They also use this venom to poison their weapons.

Statblock

title: Grung Elite Warrior
![](Mechanics/CLI/bestiary/humanoid/token/grung-elite-warrior-mpmm.webp#token)
*Small humanoid, Any alignment*
 
- **Armor Class** 13 
- **Hit Points** 49 (`9d6 + 18`) 
- **Speed** 25 ft., climb 25 ft.
 
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
| 7 (-2)|16 (+3)|15 (+2)|10 (+0)|11 (+0)|12 (+1)|
 
- **Proficiency Bonus** +2
- **Saving Throws** Dexterity +5
- **Skills** [Athletics](Mechanics/CLI/rules/skills.md#Athletics) +2, [Perception](Mechanics/CLI/rules/skills.md#Perception) +2, [Stealth](Mechanics/CLI/rules/skills.md#Stealth) +5, [Survival](Mechanics/CLI/rules/skills.md#Survival) +2
- **Senses** passive Perception 12
- **Damage Immunities** poison
- **Condition Immunities** [poisoned](Mechanics/CLI/rules/conditions.md#Poisoned)
- **Gear** [dagger](Mechanics/CLI/items/dagger-xphb.md), [shortbow](Mechanics/CLI/items/shortbow-xphb.md)
- **Languages** Grung
- **Challenge** 2
 
## 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](Mechanics/CLI/rules/conditions.md#Poisoned) for 1 minute. A [poisoned](Mechanics/CLI/rules/conditions.md#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.
 
***Water Dependency.*** If the grung isn't immersed in water for at least 1 hour during a day, it suffers 1 level of [exhaustion](Mechanics/CLI/rules/conditions.md#Exhaustion) at the end of that day. The grung can recover from this [exhaustion](Mechanics/CLI/rules/conditions.md#Exhaustion) only through magic or by immersing itself in water for at least 1 hour.
 
## 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 plus 5 (`2d4`) poison damage.
 
***Shortbow.*** *Ranged Weapon Attack:* `+5` to hit, range 80/320 ft., one target. *Hit:* 6 (`1d6 + 3`) piercing damage plus 5 (`2d4`) poison damage.
 
***Mesmerizing Chirr (Recharge 6).*** The grung makes a chirring noise to which grungs are immune. Each Humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be [stunned](Mechanics/CLI/rules/conditions.md#Stunned) until the end of the grung's next turn.

Environment

forest