Grung originated from Slaadi who broke into Drakomere, but over the course of thousands of years became more toned down due to the Citadel. However, some Slaadi remain in the Citadel as opponents for those who seek to enter Drakomere to fight. Because of their heritage, Grung are often Shunned by most denizens of Drakion and Renth, however they’re generally accepted in the Archipelago, the Chaos, and the Wild-Plains. Grung have existed since the 11th Age when they finally escaped the Citadel en masse.

Ability Score Increases. Your Dexterity Score or your Strength Score increases by 2 and your Constitution Score increases by 1.

Age. Grung are infants until age 1, adolescents until age 5, mature until age 40, mid-life until age 50, elder until age 60, and ancient afterwards.

Languages. You can speak, read, and write Common, Aberrant, and Elemental.

Size. Grung are smaller creatures, giving you a size of Small.

Speed. You have a Walking and Climbing speed of 25ft.

Amphibious. You can breathe both air and water.

Elemental Skin. Grung come in many different colors, and these colors almost always correspond to the nature of their skin. Choose Acid, Cold, Fire, Lightning, Thunder, Poison. You are covered in a thick slime that emanates this energy, as such you gain resistance to this damage and can also coat your weapons in it, when you hit on an attack with a coated weapon, the target must succeed a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier, or take 2d4 of the damage type.

Slaadi Heritage. You have wicked claws from your Slaadi heritage, giving you an unarmed strike that deals 1d6 slashing damage, and is considered coated in your slime. Additionally, you gain proficiency in Perception.

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.

Warped Nature. Your lineage is filled with many twists and turns, as such you have the creature types of Elemental, Aberration, and Humanoid.

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. Your slime also requires water to be remade, while you have any level of exhaustion from this, you cannot coat weapons in slime.