Grung Shaman (5e Creature)

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Small humanoid (Grung), lawful evil

Armor Class 12
Hit Points 17 (5d6)
Speed 25 feet

8 (-1) 12 (+1) 11 (+0) 13 (+1) 15 (+2) 16 (+3)

Skills Nature +3, Perception +4
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 14
Challenge 1 (200 XP)

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.

Spellcaster. The Grung is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +4 to hit with spell attacks). The Grung has the following spells prepared:

Cantrips (at will) Poison Spray, Mage Hand, Mending

1st level (4 slots) Jump, Mage Armor

2nd level (3 slots) Hold Person, Spike Growth, Gust of Wind, Web

3rd level (2 slots) Call Lightning, Animate Dead


Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Heal. A Grung Shaman can heal any creature for 6 (1d6+3) hit points, or a Grung for 9 (2d6+3) hit points. It can do this up to 5 times, regaining all uses after a long rest.


See: Grung (5e Race)

Draught of Toad: Grung Shamans often carry vials of Draught of Toad with them.

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