Grung
DnD Grung Race
Overview
Grungs are aggressive, frog-like humanoids that inhabit dense rainforests and tropical jungles. They are extremely territorial, believe in their own moral superiority, and view other races as inferior and ignorant. This attitude stems from both their strictly hierarchical society and their religious conviction that they are the chosen people of their gods, and that it is their sacred duty to bring other races under their rule and convert them to their faith.
Society and Caste System
Grung society is built upon a rigid caste system. Each caste has its own breeding pool, where eggs are laid. Young Grungs are assigned to the caste of their parents and, over time, take on the color associated with that caste. They are born a dull greenish-gray but transform as they reach adulthood.
The castes are arranged hierarchically as follows:
Green: Warriors, hunters, and laborers.
Blue: Artisans and household servants.
Purple: Overseers, leaders, and commanders.
Red: Magic users, priests, and scholars.
Orange: Elite warriors, commanders of lower castes.
Gold: The ruling class, religious leaders, and tribal chiefs.
Religion and Beliefs
What makes the Grungs particularly distinctive is their religious conviction.
They believe in a god of war, named Crater, who is often depicted through symbols such as a sacred cross with rounded ends.
They believe that their god Crater has given them a divine mission.
This mission is simple: all other races must submit to the faith of the Grungs.
They see themselves as the “enlightened,” viewing other peoples as lost souls who must be guided, by force or coercion, onto the true path.
stats
- Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
- Age. Grungs mature to adulthood in a single year, but have been known to live up to 50 years.
- Alignment. Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.
- Arboreal Alertness. You have proficiency in the Perception skill.
- Size. Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small.
- Speed. You have a walking speed of 25 feet. Your sticky finger and toe pads give you a climb speed of 25 feet.
- Amphibious. You can breathe air and water.
- Poison Immunity. You are immune to poison damage and the poisoned condition.
- Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your 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 you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
- Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
- Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
- Languages: Your character can speak, read, and write. Common, Grox and one other language that you want.
