Flumph
Small Aberration
, Lawful Good
• Armor Class: 12
• Hit Points: 7 (2d6)
• Speed: 5 ft., fly 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
6 (-2) |
15 (+2) |
10 (+0) |
14 (+2) |
14 (+2) |
11 (+0) |
• Skills:
Arcana +4, History +4, Religion +4
• Vulnerabilities:
psychic
• Senses:
darkvision 60 ft.
• Languages:
understands Undercommon but can't speak, telepathy 60 ft.
• Challenge:
1/8 (25 XP)
• Environments:
Dungeon, Underground
• 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 5 ft., 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 with in 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.