From lore and descriptions to traits and abilities, learn all about Grungs in D&D 5e
Grungs are frog-like humanoids that inhabit forests and tropical jungles. Despite their small size (about 2.5-3.5ft tall), they’re highly aggressive and fiercely territorial, rarely allowing other races to enter their territory, unless it’s as a slave.
The Grung are intelligent creatures and when not being hostile, can co-operate with other species, particularly when they’ve left their territory. They are also a playable character in D&D 5e having been introduced in One Grung Above. Our guide tells you everything you need to know to play as a Grung.
What is a Grung?
Grung are short humanoids that have the appearance of bipedal frogs. They’re only about 2.5-3.5ft tall making them smaller than most other playable races. They have skin that secretes poisonous substances and is dangerous for any race other than Grung to touch. They also have a pair of powerful legs enabling them to jump a considerable distance.
The Grung are amphibious creatures and don’t just need water to drink like most other races, they also need to immerse themselves in it regularly. A Grung that doesn’t immerse themself in water for at least 1 hour a day will become exhausted.
The Grung follow a strict caste hierarchy within their tribes with the colour of their skin reflecting their position in the caste system and the roles available for them to take on. All Grung are born a grey colour, but their skin colour is transformed to associate them with their given caste as they grow into adulthood. From lowest to highest, the following colours form the caste to which a Grung belongs:
- Green – Warriors, hunters and labourers
- Blue – Artisans and domestic workers
- Purple – Administrators and commanders
- Red – Scholars and magic users
- Orange – Elite warriors
- Gold – Leaders including the sovereign of the tribe
Normally, a Grung remains in their caste for life, but under exceptional circumstances, a Grung can be accepted into a higher caste through excellent service. That Grung is transformed in colour through a ceremony involving herbal tonics and magic rituals. From this point onwards, that Grung and their progeny are members of their new caste.
Grungs support their caste system through the capture of slaves that they use for all kinds of menial tasks. While you might expect the small Grung to struggle to keep captive some of the larger races, they’re able to use mildly poisonous concoctions to keep their slaves lethargic. Unfortunately, doing this for a prolonged period of time will result in mental deterioration that can only be cured through magic.
How to play as a Grung
Most Grung don’t mix well with other races and tend to stick to their tribe, however, those that choose to leave their tribe are likely outliers within Grung society. Perhaps they dislike their lot in the caste system, abhor the treatment of slaves or some other reason. With this being the case, you likely aren’t a lot like other Grung. having said that, your biology and culture will likely shape aspects of who you are. The following should be considered when making a Grung character:
- Moral views – Most Grung view slavery as acceptable (as long as they’re the ones doing the enslaving). Not all Grung share this view, but you may want to consider your characters views on the issue. While characters taking part in slavery is against D&D rules, your character may be indifferent towards the practice which can be common in the universe of D&D. Grung social structure also prevents the upward mobility that other societies have, pigeon-holing caste members into certain roles. Do you share these views and how does it affect your behaviour?
- Fish out of water – You need to be in water regularly for survival. How do you accommodate this need? And how do you react when away from water for an extended period of time? In this regard, the Grung are awkward to accommodate on an adventure and is something to consider when choosing this race.
- Lawful evil? – Most Grung are lawful evil. Their strict caste system teaches them obedience to their laws, but their unjust systems also lean towards tendencies of selfishness and greed. Do you share these attitudes? And if not, then why not?
Grung features in 5e
|Ability Scores||+2 Dexterity, +1 Constitution|
|Speed||25ft (walking and climbing)|
|Traits||Amphibious, Poison Immunity, Poisonous Skin, Standing Leap, Water Dependency|
|Book found in||One Grung ABove|
If you want to play as a Grung, your character will have the following traits and abilities:
Arboreal Alertness. You have proficiency in the Perception skill.
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.