Order of the Roll - Dungeons and Dragons Grung - Order of the Roll

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.
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