Grung Mire-Lord - AI-generated fantasy Monster

Grung Mire-Lord

Grung Mire-Lords are the bridge between the warrior orange caste and the ruling gold caste. They are the field marshals of the swamp, often seen riding giant toads into battle. Legends say a Mire-Lord can command the very mud of the swamp to swallow its foes.

HP65AC15SPD25 ft. walk, 25 ft. climb, 25 ft. swimCR2AthleticsPerceptionStealthSurvival
STR
10
DEX
16
save
CON
16
save
INT
10
WIS
12
CHA
14
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Water Dependency. If the grung fails to immerse itself in water for at least 1 hour during a day, it suffers one level of exhaustion at the end of that day. It can recover from this exhaustion only through finishing a long rest while immersed in water.
Multiattack. The Mire-Lord makes two melee attacks or two ranged attacks.
Jagged Bone Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage plus 7 () poison damage.
Gold-Tipped Blowgun. Ranged Weapon Attack: to hit, range 25/100 ft., one target. Hit: 1 piercing damage plus 7 () poison damage. The target must succeed on a Constitution saving throw or be charmed by the grung for 1 minute.
Resonating Croak (Recharge 5:6). The Mire-Lord emits a thunderous croak in a 15-foot cone. Each creature in that area must make a Constitution saving throw. On a failure, a creature takes 10 () thunder damage and is poisoned until the end of its next turn. On a success, the creature takes half as much damage and isn't poisoned.
Slippery Leap. When a creature misses the Mire-Lord with a melee attack, the Mire-Lord can jump up to half its jump distance without provoking opportunity attacks.
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