Golden Grung Boss (5e Template)

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Golden Grunge[edit]

Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.

Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. From lowest to highest caste, grungs can be green, blue, purple, red, orange, or gold.

All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic. Being amphibious, grungs require water to live; any grung that fails to immerse itself in water for at least 1 hour during a day becomes quite exhausted.

Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung.

A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.

Prerequisite

Killing the chief of a Grunge tribe instantly transform the character in the new chief, a Golden Grunge Boss

Statistics[edit]

Ability Score Increase.

Your Dexterity score increases by 2 and your Constitution score increases by 1.

If your are a sorcerer the following spells are added to your spells known otherwise you can cast one time per day one spell from each category.(you still need the minimum level required to cast each of these spells)

Tongue attacks: Thorn whip, Spiritual Weapon
Snares: Ensnaring Strike, Entangle, Earthbind
Summon the swamp: Shape Water, Mold Earth, Plant Growth, Spike Growth
Hypnotoad: Command, Hold Person


You have the following class abilities

Otherworldly Leap
Step of the Wind(to activate step of the wind you must spend one sorcery point)

Damage Immunities.

You are immune to poison damage.

Condition Immunities.

You are immune to the poisoned condition.

Languages

You can speak, read, and write Grung.

Skills

Arboreal Alertness. You have proficiency in the Perception skill.

Traits[edit]

Amphibious. You can breathe air and water.
Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC = 8 + 
your proficiency bonus + your ability modifier 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 = 8 + your proficiency bonus + your ability modifier saving throw or take 2d8 poison 
damage.
Standing Leap. Your long jump is up to 75 feet and your high jump is up to 45 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.


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