Grungs and Illithids

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Grungs and Illithids Races Grungs and Illithids DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. TITLE 1 Grung Grungs are small anthropomorphic poison dart frogs. They turity. Grungs have a lifespan based on their caste, ranging are described as slavers who control their slaves with their from 5 to 40 years. natural toxins. Alignment. Grungs think that they are a superior race, and Caste Society enjoy bossing people around. They are usually Lawful Evil. Grungs live in a society with six castes, each denoted by a dif- Size. Grungs are about halfling sized. Your size is Small. ferent bright color: green, blue, purple, red, orange, and gold. Speed. You have a base walking speed of 25 feet and a Each has a different role in society. The green grungs are a climbing speed of 25 feet. tribe’s warriors, hunters, and laborers. The blue grungs are Amphibious. You can breath air and water. artisans, and the purple grungs are administrators. Red grun- gs are scholars and magic users, and they command great Natural Toxins. Grungs are naturally toxic. Any creature in respect, even from higher castes of grung culture. Orange direct contact with your character’s skin must make a consti- grungs are elite warriors, and gold grungs are the sovereigns tution saving throw or be poisoned and subject to the grung of the tribe. It is not unheard of for a grung to ascend to a poison of your caste. Also, you are immune to nonmagical higher caste; after proving oneself to a higher caste, they par- poison. take in a ritual to change the color of their skin, their toxin, Water Dependency. Grungs require water to moisten their and their . It’s a very major and fundamental change, and as slippery skin. Your character must spend at least one hour such, it is rare. immersed in water or suffer one level of exhaustion, which Natural Toxins can be recovered only by immersion in water. Going without water for extended periods of time may kill the grung. Each caste has a different poison that they secrete from their Languages. You speak Grung and one other language. skin. Green grung poison causes the poisoned creature to jump. They can’t move except for jumping. Blue grung poi- Alignment of a Grung son causes the poor afflicted creature to shout loudly at the beginning of each of its turns. Purple poison makes its target Grungs, according to Volo’s Guide to Monsters, tend to be lawful long for water, much like the amphibious grungs themselves. evil, but that seems pretty lame to me. I want to play as a little poison dart frog man! They seem really cute. My goal here is to Red poison makes its target voracious and devour any food leave it up to the DM whether Grungs tend to be good or evil; a within reach. Orange poison causes the affected creature good culture of Grungs might be peaceful jungle hermits. Con- to be frightened of its allies, and gold poison charms any sult your DM if you want to play a Grung. affected creature (the creature also gains the ability to speak Grung). Grung Names Grung names are longer based on class. They are mostly made from combinations of short names. A green grung would have one name, while a gold grung could have up- wards of twelve! Grung Names: Gahg, Sook, Pasht, Slur, Slark, Mog, Lurt, Hat, Pip, Narg, Galf, Nak, Toog, Beb, Snurk, Pat, Lib, Rug, Ran, Ja, Jig, Erg, Hen, Nin, Mahl, Zoog. Grung Traits Grung characters have these traits. Ability Score Increase. Your Dexterity score increases by 2. Age. Grungs are tadpoles for three months after hatching, and take about six to nine months after that to reach ma- 2 TITLE Not for resale. Permission granted to print or photocopy this document for personal use only. Illithid Illithids, more commonly known as Mind Flayers, are spo- Alignment. Illithids are almost all Lawful Evil. Their alien ken of with fear. They are emotionless slavers, always with mind is unempathetic and strictly logical. ulterior motives. They are potent psychics, and reviled by nearly all sentient races. The Mind Flayers don’t care about Size. Illithids are about human sized. Your size is Medium. what those races think of them, as long as their brains taste Speed. Your base walking speed is 30 feet. delicious! Innate Psychics. Illithids are innate psychics. They can take Underdark Dwellers an action to use a mind blast. Each creature in a 30 foot cone must make a Wisdom saving throw or be stunned. They may Mind Flayers live in fairly small communities controlled by repeat this save at the end of each of their turns. You may a massive Elder Brain, an amalgamation of brains harvested not use this feature again until you have taken a long rest. from dead illithids. Elder Brains are immobile but by no Darkvision. Illithids are most comfortable in the Under- means powerless. They wield complete control over their dark, and they have superior vision in dark conditions. You illithid communities, and when individual Mind Flayers die, can see in dim light as though it were bright light out to a they dream of joining the Elder Brain. range of 60 feet, and in darkness as though it were dim light. Powerful Psychics Very bright lights are uncomfortable. Devour Brain. Illithids must devour brains to stay alive. Mind Flayers are well known for their psychic domination. Your character can use an action to devour the brain of a will- They have telepathy and are essentially a race of slavers. ing, unconscious, or incapacitated creature, instantly killing They dominate entire species, as happened with the Gith them. You must feed this way at least once a week. If you (they revolted and still hate illithids). The entire Mind Flayer don’t, you suffer from one level of exhaustion and one mad- culture is built on acquiring thralls to do their bidding. ness for each week you have gone without feeding. These Unique Physiology penalties go away when you devour a brain. Languages. Illithids generally communicate with their te- Illithids have a strange life cycle due to their origins in the Far lepathy, but when written language is necessary, they use a Realm. They are spawned in the central pool of their com- series of ridges and grooves (similar to Braille) called Qualith. munity as tadpoles, then the tadpoles are inserted into living Mind Flayers read Qualith by running their four tentacles host thralls. The tadpole devours the brain of its host and over the script. You can understand any language through then begins to morph the body of its host into that of a mind telepathy, and you can read Qualith. flayer. Thus, no illithid has a childhood. Isn’t that sad? Illithid Names Roleplaying an Illithid Illithids tend to be lawful evil, but like all racial ste- Mind Flayer names are impossible to convert to written or reotypes, some do break the mold. This doesn’t get spoken language, and are instead expressed exclusively in around the fact that Illithids require sentient brains thought. However, some mind flayers adopt more easily as food, and that is almost by definition an evil act. pronounceable names when dealing with other races. Perhaps a good Illithid only eats the brains of convicted criminals, or only of other “evil” races. Mind Flayer Names: Aurangul, Cephalossk, Drukt, Drusiss, Lugribossk, Quoor, Ralayan, Sardsult, S’venchen, Tharcereli, Tobulux, Zellix Illithid Traits Illithid characters have these traits. Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score decreases by 1. Age. Illithids mature quickly and live for a very long time. Longer than you think. Not for resale. Permission granted to print or photocopy this document for personal use only. TITLE 3.
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