Grung

The grungs are an amphibious frog-like people who live in swamps and rainforests across Elideria. They are primarily hunter-gatherers who rarely situate themselves with the civilized world, though frequently a grung may become adventurous and set off on a wild, personal quest. Some of these grungs are sent off on their quest as part of an omen, others learn about tales of heroes, princesses, and treasures, which drives them to journey out from their tribe. Grungs are part of a caste system that determines whether they are warriors, gatherers, servants, shamans, or leaders, and it is directly reflective of their size and skin pigment.

Grung
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 * Ability Scores. Dex +2, Con +1
 * Size. Small. Grungs stand between 2 and a half to 3 feet tall and average about 30 pounds.
 * Speed. 25 feet. You also have a climbing speed of 25 feet thanks to your sticky appendages.
 * Age. Grungs mature to adulthood in a single year, but have been known to live up to 50 years.
 * Alignment. Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of their army has died and there is no one else of that caste to fill the vacancy.
 * Arboreal Alertness. You have proficiency in the Perception skill.
 * Amphibious. You can breathe air and water.
 * Poison Immunity. You're 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 one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
 * Language. You can speak, read, and write Grung, as well as understand, read, and write Common. Grungs can only physically speak their native language, but are capable of learning to understand multiple languages.