Grungs

Grungs are small, amphibious, frog-like beings that live alongside the reptiles of New Ophidia. They are small and relatively weak, but are quick, crafty, and can exude poison from their skin.

### Frog Folk

With the appearance of large frogs, many mistake Grungs as beasts, especially as few speak common, and their native language is made up of fast paced chirps and croaks. They live in shady treetops, but must be near sources of water, or risk drying up. Their amphibious origins mean they must also have access to water for reproduction.

### Caste Society

Grungs are divided into castes based on their colouration, each caste maintains a separate spawning ground, and individuals join their caste when they emerge from the spawning. The lowest caste is the brown, not considered true grungs by the others, they lack the ability to produce poison and prefer mire and mud to shady treetops.

The lower castes of ‘proper’ grungs are relatively equal and differ mostly on the tasks they accomplish. Green Grungs are the warriors, hunters, and labourers while Blue Grungs work as artisans and in domestic roles. Above those two castes are the Purple Grungs, who work as administrators and commanders. Red Grungs are scholars, inventors, and magic users, they are considered above the previous castes. The highest castes are the Orange Grungs, who are elite warriors invested with great authority, and Gold Grungs, usually nobles or Sovreigns of Grung society.

While Grungs are born into their castes they can be elevated through great deeds. There are magic rituals and herbal tonics which allow the changing of colouration, an effect which continues in their progeny.

### Grung Names

Grungs’ natural language is one of chirps, croaks, and rolling consonants. Their names are long and complicated, serving as a tally of their deeds and accomplishments, as well as serving as a signifier of their standing within their caste. The first component in a Grung’s name signifies to which caste they belong, with a special signifier added if they were not born into that caste. There are no distinctions between male and female names, mostly due to the Grungs’ rather changeable sexes. Most non-grung refer to individuals by only their caste name and a few other components.

**Grung Names.** Caste Names: Quorr’ (Brown), Rithip’(Green), Gulrip’(Blue), Quaquo’ (Purple), Quip’(Red), Churr’ (Orange), Yazek’ (Gold).

Example additional names: Yazika, Zika, Gul, Rib, Rrirp, Gulr, Quo, Yalrup

## Grung Traits

**Ability Score Increase.** Your Dexterity score increases by 2.

**Age.** Grungs begin life as a tadpole, only taking on the adult shape three months after birth, after which it takes another six months to reach maturity. Grungs can live into their forties, although this is rare in the lower castes.

**Alignment.** Grungs usually have little consideration for others, and do not easily form attatchments to other beings, Grung or otherwise. They do live in a structured society and are usually Lawful Neutral or Lawful Evil.

**Size.** Grungs are compact and lithe, they often weigh only 30-40 lbs. Your size is small.

**Speed.** You have a base walking speed of 25 feet. Due to your amphibious nature you also have a swim speed of 25 feet and your sticky feet give you a climb speed of 25 feet.

**Amphibious.** You can breath in both air and water.

**Standing Leap.** Your long jump is 20 feet and your high jump is 10 feet, with or without moving 10 feet beforehand.

**Natural Poison.** Your body produces natural poisons, you have resistance to poison damage and advantage on saving throws against poison.

**Poison Skin.** You can use your exposed skin as a natural weapon. You make an unarmed strike using Dexterity. On a hit the creature takes 1d4 poison damage and must make a Constitution saving throw, with a DC of 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the creature is poisoned until the end of its next turn.

**Languages.** You can read, write, and speak Grung and Common.

### Brown Grung Variant

Brown grung lack the capability to produce poison, and prefer to lie below the trees in mud and muck. If you choose to play a Brown Grung you loose the Natural Poison, Poison skin, and Climbing speed traits. Instead of those you gain the following:

**Ability Score Increase.** Your Wisdom score increases by 1.

**Nimble Escape.** Your caste’s low status has taught you how to avoid the cruel punishments and torments of the other castes. On your turn you can Disengage or Hide as a Bonus Action.

**Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.