Why in the world would a grung survive in society? Think of all the troubles it would have in cities! How would it communicate with the common folk? Who would trust a grung?!?” When my players approach me with an idea as irregular as this, my first thought is, “No, no, no. Simply thinking about this concept may have your mind spinning. They are, however, still considered monstrous PCs. It is worthy to note that with the latter two books, Wizards of the Coast gave stats to a few notable typically monstrous races, including goblins, kobolds, orcs, and yuan-ti. Pick up the Monster Manual, Volo’s Guide to Monsters, or Mordenkainen’s Tome of Foes and flip to the monster section almost anything found within is, by definition, a monstrous PC. This category includes azer, beholders, devils, fairies, giants, and more. Monstrous player characters are any race that is not defined as playable per Wizards of the Coast but does exist in the Dungeons and Dragons multiverse. This is when monstrous player characters charge into the playing field. Compelling characters, interesting plots, and epic stories can be found in each playable race, but sometimes players - and DMs - can be left wanting something unordinary to play with. Players can choose from classic fantasy races like humans, dwarves, elves, and halflings, to unique and scarce races such as triton, yuan-ti, and genasi. Wizards of the Coast has introduced a wide variety of playable races into fifth edition D&D. It’s going to be difficult, but it’s going to be awesome. It’s time to introduce this new player character, a monster of the jungle, to the rest of the party. Dung-Ziki solemnly leaves, bowing a final time before the chiefess’ throne of skulls and bones, but he doesn’t plan on returning. Dung-Ziki returns to the village and its ruler, Chiefess Vung, who scolds him (an act done in front of the players, not their characters) and threatens to kill him if he doesn’t return with all the party intact. En route to their village, the party escapes thanks to the dramatic spawning of a red slaad. The combat dies down after the party is surprisingly overpowered and taken captive by the grung. Following them all is another red-skinned grung who commands this force. The plan starts to take shape, but then, from the thicket surrounding them, they are attacked by grung! Venomous, wooden arrows fly, red-skinned spear wielding tree-frogfolk charge in, and a burly grung riding a bulbous, giant frog leaps into the fray. As we begin, their characters converse about the next course of action: They need to assault the grung village and recover what remains of their crew. The party ended the last session in their makeshift camp, constructed between enormous, steady trees and smoldering airship wreckage. As everyone settles (for the second time), I recap last session’s events, reminding them of their unpleasant airship crash, dead crewmates, and grung enemies. However, there’s a new face at the table, my friend, Anthony, and he won’t be portraying a normal player character. The players of my Yatar group have gathered around the table, prepared to face the wilds of Zaza Isle: Poisonous plants, cruel creatures, and an insane grung tribe.
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