BOZ
Creature Cataloguer
GRUNG
GRUNG
Small Humanoid (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 20 ft, swim 30 ft
AC: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Attacks: Bite +1 melee, halfspear -3 melee; or shortbow +2 ranged (BAB +1)
Damage: Bite 1d3 and poison, halfspear 1d6 and poison; or shortbow 1d6 and poison
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Poison
Special Qualities: Moisture (vulnerability)
Saves: Fort +, Ref +, Will +
Abilities: Str 10, Dex 13, Con 13, Int 8, Wis 8, Cha 8
Skills: Listen +0, Spot +1
Feats: Weapon Finesse (halfspear)
Climate/Terrain: Warm marsh
Organization: War band (4-48) or tribe (50-100 plus 25% young plus 1 3rd-level cleric)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Grung are toad-like humanoids that live in hot, steaming marshlands. These creatures stand about three feet tall, and their lower bodies strongly resemble that of a toad or frog, with powerful legs for jumping and webbed feet for swimming. The upper body is developed and muscular, with opposable thumbs and heads that look more humanoid. Grung stand upright and move around in rapid short hops, but don’t possess the extraordinary leaping ability of typical amphibians. They also lack a frog’s prehensile tongue, but possess a mouth full of tiny, sharp teeth. They have moist, slick skin like other amphibians, usually dappled green and brown on their backs, shading to white or yellow on their bellies. Their small eyes are red with black pupils, and are protected by a bony ridge. Though most males are slightly larger than females, both sexes are equally aggressive and dangerous.
Grung speak their own language and have no interest in learning the languages of other beings. They are also able to communicate with frogs, toads, and other swamp-dwelling amphibians. They believe that other humanoids are for eating, not for talking to.
COMBAT
The grung’s size leads them to prefer ambush tactics to frontal assaults. They lie in wait in concealment until unwary travelers or a group of rival grung wanders into their killing zone, and then attack them with shortbows. They also hunt rats and other swamp-dwelling mammals when not searching for larger prey.
Grung secrete a highly deadly poison from their skin and saliva, which they also use to coat the tips of their weapons by wiping them on their skin. Grung are immune to this poison. Their poisoned skin insures that they have few natural predators, though certain giant snakes are immune to grung poison. The poison breaks down quickly in contact with air, becoming inert in ten minutes, as does the poison in the skin of a dead grung. These poisonous secretions taint the water that surrounds grung settlements, and causes 2d4 rounds of nausea instead of the regular effects.
Poison: Bite or weapons, Fortitude save (DC 11), initial and secondary damage 2d4 temporary Dexterity.
Moisture (Ex): Grung breathe through their skin, and if a grung’s skin dries out completely, it will die. A grung must immerse itself in water for at least one full round every three hours, or it will suffocate.
GRUNG SOCIETY
Grung are highly territorial, and very warlike. Their territory typically extends for a mile outside of their tribal settlement, and anyone unwise enough to trespass in this area becomes an immediate target, including grung from other territories. A grung community is a muddled assembly of crude, concealed shelters, sometimes underwater or inside dead trees. Grung occasionally take live prisoners, other grung in particular. These prisoners and the bodies of slain enemies serve as the main course at tribal feasts.
Grung are egg-layers, and offspring go through a tadpole stage (AC 10, Swim 30 feet (only), HD ½d8, bite 1d2-1). After three months of this, the tadpoles mature, absorbing their tails and growing limbs, ultimately climbing out of the water and joining the tribe. Six months later, they are considered fully mature members of the tribe.
Grung tribes are matriarchal and are led by a female war chief, which is the strongest fighter among the war chiefs. Challenges to her leadership are common, and these struggles are to the death. Each tribe also has a single female adept of up to third level. War chiefs, adepts, and the chieftain herself wear ornaments made from the bones of enemies, which identify their positions within the tribe. Males are subservient and have no say in any decisions.
GRUNG CHARACTERS
A grung's favored class is rogue. Grung leaders tend to be rogue/barbarians. Grung clerics have access to two of the following domains: Destruction, Evil, Law, and War.
The grung first appeared in Greyhawk Adventures (1988), then in Monstrous Compendium Greyhawk Appendix, MC5 (1990).
GRUNG
Small Humanoid (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 20 ft, swim 30 ft
AC: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Attacks: Bite +1 melee, halfspear -3 melee; or shortbow +2 ranged (BAB +1)
Damage: Bite 1d3 and poison, halfspear 1d6 and poison; or shortbow 1d6 and poison
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Poison
Special Qualities: Moisture (vulnerability)
Saves: Fort +, Ref +, Will +
Abilities: Str 10, Dex 13, Con 13, Int 8, Wis 8, Cha 8
Skills: Listen +0, Spot +1
Feats: Weapon Finesse (halfspear)
Climate/Terrain: Warm marsh
Organization: War band (4-48) or tribe (50-100 plus 25% young plus 1 3rd-level cleric)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Grung are toad-like humanoids that live in hot, steaming marshlands. These creatures stand about three feet tall, and their lower bodies strongly resemble that of a toad or frog, with powerful legs for jumping and webbed feet for swimming. The upper body is developed and muscular, with opposable thumbs and heads that look more humanoid. Grung stand upright and move around in rapid short hops, but don’t possess the extraordinary leaping ability of typical amphibians. They also lack a frog’s prehensile tongue, but possess a mouth full of tiny, sharp teeth. They have moist, slick skin like other amphibians, usually dappled green and brown on their backs, shading to white or yellow on their bellies. Their small eyes are red with black pupils, and are protected by a bony ridge. Though most males are slightly larger than females, both sexes are equally aggressive and dangerous.
Grung speak their own language and have no interest in learning the languages of other beings. They are also able to communicate with frogs, toads, and other swamp-dwelling amphibians. They believe that other humanoids are for eating, not for talking to.
COMBAT
The grung’s size leads them to prefer ambush tactics to frontal assaults. They lie in wait in concealment until unwary travelers or a group of rival grung wanders into their killing zone, and then attack them with shortbows. They also hunt rats and other swamp-dwelling mammals when not searching for larger prey.
Grung secrete a highly deadly poison from their skin and saliva, which they also use to coat the tips of their weapons by wiping them on their skin. Grung are immune to this poison. Their poisoned skin insures that they have few natural predators, though certain giant snakes are immune to grung poison. The poison breaks down quickly in contact with air, becoming inert in ten minutes, as does the poison in the skin of a dead grung. These poisonous secretions taint the water that surrounds grung settlements, and causes 2d4 rounds of nausea instead of the regular effects.
Poison: Bite or weapons, Fortitude save (DC 11), initial and secondary damage 2d4 temporary Dexterity.
Moisture (Ex): Grung breathe through their skin, and if a grung’s skin dries out completely, it will die. A grung must immerse itself in water for at least one full round every three hours, or it will suffocate.
GRUNG SOCIETY
Grung are highly territorial, and very warlike. Their territory typically extends for a mile outside of their tribal settlement, and anyone unwise enough to trespass in this area becomes an immediate target, including grung from other territories. A grung community is a muddled assembly of crude, concealed shelters, sometimes underwater or inside dead trees. Grung occasionally take live prisoners, other grung in particular. These prisoners and the bodies of slain enemies serve as the main course at tribal feasts.
Grung are egg-layers, and offspring go through a tadpole stage (AC 10, Swim 30 feet (only), HD ½d8, bite 1d2-1). After three months of this, the tadpoles mature, absorbing their tails and growing limbs, ultimately climbing out of the water and joining the tribe. Six months later, they are considered fully mature members of the tribe.
Grung tribes are matriarchal and are led by a female war chief, which is the strongest fighter among the war chiefs. Challenges to her leadership are common, and these struggles are to the death. Each tribe also has a single female adept of up to third level. War chiefs, adepts, and the chieftain herself wear ornaments made from the bones of enemies, which identify their positions within the tribe. Males are subservient and have no say in any decisions.
GRUNG CHARACTERS
A grung's favored class is rogue. Grung leaders tend to be rogue/barbarians. Grung clerics have access to two of the following domains: Destruction, Evil, Law, and War.
The grung first appeared in Greyhawk Adventures (1988), then in Monstrous Compendium Greyhawk Appendix, MC5 (1990).