Grippli

Life
Whether it is a boggy marsh, the leaky deck of a log raft, or a humid jungle teeming with life, the open air calls to grippli; they long for a life unfettered by the bonds and boundaries of civilization. Grippli tend to spend their time near swamps or in deep rainforests, generally found deep in the Wildlands in the forests of the Argus Isles and some travel across the world looking for new homes for a new tribe.

Grung

 * Poisonous Skin: Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC (Prof + Con Mod +8) Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC (Prof + Con Mod +8) Constitution saving throw or take 2d4 poison damage.
 * Poison Immunity (Replaces Toxic Resistance): You're immune to poison damage and the poisoned condition.
 * Sticky Pads (Replaces Impressive Jumping): your Swimming speed is now your climbing speed and You may use Dexterity in place of any Strength check or Dexterity (Acrobatics) for any Strength (Athletics) in regards to Jumping. In addition, the distance you can travel by jumping is doubled.

Gribble



 * Arboreal Alertness: You have proficiency in the Perception skill.
 * Architect: Because of your Curious nature, you are great at looking at things from close angles and figuring out how they work. You have advantage in Intelligence (Investigation) checks to discern the workings of machines and devices.

Griblek

 * Scopophobic Rage: Due to the strange nature of their phobia. As a bonus action, you can move up to half your movement speed toward a creature you can see. You must end this move closer to the creature than you started.
 * Tongue Slap (Replaces Prehensile Tongue): Your tongue is a powerful natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Gromok

 * Camouflage: Your skin is often colored according to your surroundings. You are proficient in the Stealth skill.
 * Sticky Pads (Replaces Impressive Jumping): your Swimming speed is now your climbing speed and You may use Dexterity in place of any Strength check or Dexterity (Acrobatics) for any Strength (Athletics) in regards to Jumping. In addition, the distance you can travel by jumping is doubled.
 * Gromok Mucus (Replaces Toxic Resistance): Gromok have slimy skin, which allows them to evade capture. Creatures trying to grapple you roll with disadvantage.