D&D 5E Let's play a Croagunk (Grung Monk build)

BurgerKingMan

First Post
First off to those who have not seen it go to http://dnd.wizards.com/articles/news/tomb-annihilation and take a look at the tier one rogue surrogate and you will see that Grungs are a playable race. Here is their breakdown:

ABILITY SCORES.
You gain +2 DEX +1 CON

SPEED.
You have a climb/run speed of 25 ft.


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. No additional effects apply.

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 one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.

Notice the otherwise comes into direct contact with your skin part of poisonous skin. Every punch you throw is essentially a poison jab and with the monks flurry of blows you will be one of the most effective poison spreaders in the game. The question now becomes if the poison DC is a flat 12 or it is calculated by 8 + prof + CON. If we assume like with other racial features the latter is true we can make a pretty broken character. Using standard point buy:


STR 8
DEX 17
CON 16
INT 8
WIS 15
CHA 8

At level one you can punch twice and force two DC 13 CON saving throws to be poisoned. At Level 3 you can take the way of the open hand and now make 3 punches with 3 CON Saves for poison and 3 STR Saves to be prone. At Level 5 you can then add on stunning strike saves on top of all of your attacks as well as boosting the poison DC to 14. You can see how ludicrous this gets. For ABI's you even out dex and wis at level 4 and the rest is pretty much up to you.
 

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