FLUMPH
Small aberration, lawful good
Armor Class 12
Hit Points 7 (2D6)
Speed
5ft
Fly: 30ft
Skills Arcana +4,History +4 & Religion +4.
Damage Vulnerabilities Psychic
Senses Darkvision 60ft & Passive Perception 12.
Languages Understands Undercommon but cannot speak & Telepathy 60ft.
Challenge 1/8 (25XP)
ADVANCED TELEPATHY:
THE FLUMPH CAN PERCEIVE THE CONTENT OF ANY TELEPATHIC COMMUNICATION USED WITHIN 60 FEET OF IT, AND IT CAN’T BE SURPRISED BY CREATURES WITH ANY FORM OF TELEPATHY.
PRONE DEFICIENCY:
IF THE FLUMPH IS
KNOCKED PRONE, ROLL A DIE. ON AN ODD RESULT, THE FLUMPH LANDS UPSIDE-DOWN AND IS
INCAPACITATED. AT THE END OF EACH OF ITS TURNS, THE FLUMPH CAN MAKE A
DC 10 DEXTERITY SAVING THROW, RIGHTING ITSELF AND ENDING THE INCAPACITATED CONDITION IF IT SUCCEEDS.
TELEPATHIC SHROUD:
THE FLUMPH IS IMMUNE TO ANY EFFECT THAT WOULD SENSE ITS EMOTIONS OR READ ITS THOUGHTS, AS WELL AS ALL DIVINATION SPELLS.
Actions
TENDRILS:
MELEE WEAPON ATTACK:
+4 TO HIT, REACH 5FT, ONE CREATURE. HIT:
4 (1D4+2) PIERCING DAMAGE PLUS 2 (1D4) ACID DAMAGE. AT THE END OF EACH OF ITS TURNS, THE TARGET MUST MAKE A
DC 10 CONSTITUTION SAVING THROW, TAKING 2 (1D4) ACID DAMAGE ON A FAILURE OR ENDING THE RECURRING ACID DAMAGE ON A SUCCESS. A LESSER RESTORATION SPELL CAST ON THE TARGET ALSO ENDS THE RECURRING ACID DAMAGE.
STENCH SPRAY (1/DAY):
EACH CREATURE IN A 15-FOOT CONE ORIGINATING FROM THE FLUMPH MUST SUCCEED ON A
DC 10 DEXTERITY SAVING THROW OR BE COATED IN A FOUL-SMELLING LIQUID. A COATED CREATURE EXUDES A HORRIBLE STENCH FOR 1D4 HOURS. THE COATED CREATURE IS POISONED AS LONG AS THE STENCH LASTS, AND OTHER CREATURES ARE POISONED WHILE WITHIN 5 FEET OF THE COATED CREATURE. A CREATURE CAN REMOVE THE STENCH ON ITSELF BY USING A SHORT REST TO BATHE IN WATER, ALCOHOL OR VINEGAR.