Grung Assassin (5e Creature)

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Grung Assassin[edit]

Small humanoid (Grung), lawful evil

Armor Class 16 (natural)
Hit Points 31 (7d6 + 7)
Speed 25 ft

12 (+1) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 12 (+1)

Skills Acrobatics +5, Insight +4, Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 10
Languages Common, Grung
Challenge 1 (200 XP)

True Blade. A Grung Assassin's weapons count as magical for the purposes of overcoming damage resistance.

Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grungs 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 can long jump up to 25 feet and its high jump is up to 15 feet without a running start.

Nimble Escape. The Grung can make a Disengage or Hide action as a bonus action on its turn.


Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage, plus 3 (1d6) poison damage. The longsword is poisoned, and damage from it applies the same poison as the Grung's Poisonous Skin feature.


True Cut. If a Grung Assassin passes through a creature's space during a jump, they may use their reaction to make a weapon attack against them as a bonus action.


See: Grung (5e Creature)

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