Grippli

## Statistics

### Age

Grippli are typically born as young tadpoles and spend the first few years of their life underwater. As they mature, they slowly become amphibious, grow limbs, and their tail falls off. The average grippli reaches full maturity at age 20, which coincides with the first fertility cycle of the average female grippli. Most grippli tend to live long peaceful lives, with 180 years being common.

### Size

The average grippli is about two feet tall, and they weigh anywhere from 25-30 pounds. Small

### Alignment

Grippli tend to be neutral, as often they have little regard for what occurs outside their home lands. Being peaceful and care free, they are quite often good - an evil grippli is rare indeed and most likely an outcast of his or her village.

### Speed

Their base walking speed is 40 feet. 20 ft swim

## Racial Traits

### Trait 1

Darkvision: Gripplis possess darkvision with a range of 60 feet. When using darkvision, they cannot distinguish colors and only see in shades of grey.

### Trait 2

Impressive Jumpers: Grippli have strong legs and often develop their leaping ability from hopping from tree to tree collecting fruits every day. When making a long or high jump from a standing position, grippli treat the action as if they had taken a running start of 10 feet or more (as per the rules for Jumping under Movement). If a grippli moves at least 10 feet on foot immediately before he does a long jump, he can jump the distance equal to double his current Strength score (the average race can only jump equal to their Strength score). If a grippli moves at least 10 feet on foot immediately before he does a high jump, he leaps into the air a number of feet equal to 6 + his Strength modifier (the average race can only jump 3 + their Strength modifier).

### Trait 3

Natural Athletes: Grippli gain proficiency in the Athletics skill as a natural ability.

### Trait 4

Prehensile Tongue: A grippli's tongue is long and dexterous, able to manipulate objects as if the grippli were using the spell mage hand. However, the range of the grippli's tongue is limited to 10 feet and can go no further unless the grippli himself moves. All the usual rules and limitations of the spell mage hand otherwise apply.

### Trait 5

Toxic Resistance: Grippli have advantage on savings throws against poisons, and have poison resistance.

### ***Lore***

#### ***Life***

Whether it is a boggy marsh, the leaky deck of a log raft, or a humid jungle teeming with life, the open air calls to grippli; they long for a life unfettered by the bonds and boundaries of civilization. Grippli tend to spend their time near swamps or in deep rainforests, generally found deep in the Wildlands in the forests of the Argus Isles and some travel across the world looking for new homes for a new tribe.

### ***Subraces***

#### **Grung**

* ***Poisonous Skin:*** Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC (Prof + Con Mod +8) 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 Slashing weapon, or Ammunition as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC (Prof + Con Mod +8) Constitution saving throw or take 2d4 poison damage. When you apply a coat to a Slashing Weapon or Ammunition you make a Dex save so you don't Cut or harm yourself if you fail this check [DC = 15] you damage yourself with the weapons damage
* ***Poison Immunity (Replaces Toxic Resistance):*** You're immune to poison damage and the poisoned condition.
* **Sticky Pads (Replaces Impressive Jumping):** your Swimming speed is now your climbing speed and You may use Dexterity in place of any Strength check or Dexterity (Acrobatics) for any Strength (Athletics) in regards to Jumping. In addition, the distance you can travel by jumping is doubled.

#### **Gribble**

* ***Arboreal Alertness:*** You have proficiency in the Perception skill.
* ***Architect:*** Because of your Curious nature, you are great at looking at things from close angles and figuring out how they work. You have advantage in Intelligence (Investigation) checks to discern the workings of machines and devices.

#### **Griblek**

* ***Scopophobic Rage:*** Due to the strange nature of their phobia. As a bonus action, you can move up to half your movement speed toward a creature you can see. You must end this move closer to the creature than you started.
* ***Tongue Slap (Replaces Prehensile Tongue):*** Your tongue is a powerful natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

#### **Gromok**

* ***Camouflage:*** Your skin is often colored according to your surroundings. You are proficient in the Stealth skill.
* **Sticky Pads (Replaces Impressive Jumping):** your Swimming speed is now your climbing speed and You may use Dexterity in place of any Strength check or Dexterity (Acrobatics) for any Strength (Athletics) in regards to Jumping. In addition, the distance you can travel by jumping is doubled.
* ***Gromok Mucus (Replaces Toxic Resistance):*** Gromok have slimy skin, which allows them to evade capture. Creatures trying to grapple you roll with disadvantage.