Climate/Terrain: Tropical and sub-tropical
swamp
Frequency: Uncommon
Organization: Tribal
Active Times: Day
Diet: Carnivore
Intelligence: Average (8-10)
Treasure: C
Alignment: Lawful evil
Reaction Modifier: + 1
Number Appearing: 4-48 (50-100)
Armor Class: 7
Movement: 9” //12“
Hit Dice: 1 + 2
THACO 18
Number of Attacks: 1 bite, 1 weapon
Damage per Attack 1-3 (bite), 1-6
(weapon)
Special Attacks: Poison
Special Defenses: Nil
Magic Resistance: Nil
Size: Small (3 feet tall)
Morale: Steady (13)
Experience Value: 35 + 2/hp
Grung are highly territorial, toadlike humanoids
that
dwell in swamps
and marshes. They bear a strong resemblance
to frogs and other amphibians, and might
in fact
have evolved from them.
Physical Appearance: Standing about
3 feet tall,
Grung have a lower body that strongly resembles
a giant
frog
or toad, with powerful legs and large webbed feet.
Their upper body, however, is more developed,
with muscular
forelimbs, opposable thumbs, and smaller,
more
humanoid-looking heads. They stand upright,
and move
with rapid, short hops. They are incapable
of the prodigious
leaps and jumps shown by frogs, toads or
bullywugs,
however. While evolution has given them
intelligence and
tool-using forelimbs, it’s taken away the
prehensile tongue
that frogs have. In its place, the Grung’s
wide mouth is full
of sharp carnivore’s teeth.
Grung have the slick skin of other amphibians.
Since
they breath through their skin, they must
keep it moist.
Their coloration is like that of bullfrogs:
dappled green
and brown on their backs, shading to white
or yellow on
their bellies. Their eyes-smaller than
their evolutionary
forebears’, and protected by bony ridges-are
red with
black pupils.
Males are slightly smaller than females,
but both sexes
are equally aggressive and dangerous.
Combat: Because they’re small, Grung
prefer ambush
to frontal assaults. Their favorite tactic
is to lie concealed
until their enemies--whether travelers,
or a group of
Grung from another tribe--have wandered
into the killing
zone, then open fire with short
bows and spears. These
attacks are particularly deadly against
non-Grung,
because the creatures invariably poison
their arrowheads
and spear tips. This poison is secreted
by the Grung’s
skin: before using a weapon, the Grung
wipes it on its own
skin to pick up the poison. The poison
is highly toxic to non-
Grung (save vs. poison or die unpleasantly
in 1-4 minutes);
Grung are immune. The poison breaks down
quickly on
contact with air, becoming inert in 10
minutes. The skin of
a Grung also becomes non-poisonous 10 minutes
after the
creature is dead.
Although they prefer to use their bows and
spears, Grung
can deliver a nasty bite. Their saliva
also contains poison,
but at a much lower concentration than
their skin: The
saving throw is made at + 2.
Grung die if their skin dries out. They
must immerse
themselves in water every three hours or
suffocate, since
their skin will not pass sufficient oxygen
if it is dry. Such
immersion must last at least one minute
to be effective.
The water around Grung settlements is tainted
by their
poisonous secretions. Any non-Grung drinking
the water
must save vs. poison at +3 or become nauseated
for 2-8
rounds (attack and defend at - 1).
Habitat/Society: Grung are warlike
creatures, and
extremely territorial. They typically claim
all territory
within a mile of their tribal settlement
as theirs. Anyone
unwise enough to enter this territory is
a target for immediate
attack. Grung from other tribes are also
fair game;
nasty little border wars between neighboring
tribes are the
rule. Most encounters with Grung are with
wandering war
bands.
Grung settlements are untidy collections
of crude shelters,
sometimes concealed inside large dead trees.
Tribes
number up to 100 individuals, with 25%
of that number
juveniles. Like the frogs from which they
descended,
Grung lay eggs, and their offspring go
through a tadpole
stage (AC 10; MV //12“ ; HD 1/2; #AT 1;
Dmg 1; AL LE). Over
a period of 3 months, the tadpoles absorb
their tails and
develop limbs, then climb out of the water
and join the
tribe as immature Grung. These immature
Grung have 1-1
HD, and are able to move and fight from
the moment they
leave the water; They reach full maturity
in another 6
months.
Grung tribes are matriarchal. War chiefs
are all female,
and the tribal chieftain is the strongest
fighter among the
war chiefs. Subordinate females may challenge
the chieftain
at any time to take her position; these
challenges are
always to the death. Each tribe also has
a single female
shaman of up to third level. War chiefs,
shamans, and the
chieftain herself are identified by ornaments
made from
the bones of enemies. Within the tribe,
males are dominated
and have no say in any decisions.
Grung occasionally take live prisoners--particularly
other
Grung. These prisoners and the bodies of
their enemies
form the main course at tribal feasts.
Grung speak their own language, and can
communicate
in a rudimentary way with frogs, toads,
and other swamp
dwelling amphibians. They have no interest
in learning
the common tongue, or other demihuman and
humanoid
languages:
Other creatures are for eating, not for talking
to.
Niche: When they’re not eating unwary
travelers (or
each other), Grung hunt rats and other
swamp-dwelling
mammals. They have few natural predators-
the poison in
their skin makes them a deadly meal. Certain
giant snakes
are immune to this poison, however, and
these pose the
greatest danger to the Grung. Grung are
among the creatures
most deadly to travelers in the Vast
Swamp.