How to Fight with an Abbot Flumph:
The Kindest and Strangest Monster in D&D
If you are passionate about D&D, you probably know the flumphs, the aberrant creatures that resemble flying jellyfish and that are among the few to be good and peaceful. But did you know that there are also Abbot Flumphs, very powerful and wise flumphs that can cast cleric spells and that lead communities of flumphs called cloisters? In this article I will tell you about these strange and fascinating monsters, and I will give you some tips on how to fight with them or by their side.
What is an Abbot Flumph?
An Abbot Flumph is a very powerful flumph, with 5 HD, that can cast cleric spells up to 3rd level. He is the leader of a community of flumphs called cloister, which worships gods related to law and knowledge. The Abbot Flumphs are rare and wise, and try to avoid conflicts with other creatures.
What is a flumph?
A flumph is an aberrant creature that resembles a flying jellyfish, with two eyes on tentacles and a mouth on the upper part of the body. It has an armor class of 12, 7 hit points, an initiative bonus of +2 and a flying speed of 30 feet (9 meters). It can make an attack with the tentacle (+4), dealing 1d4+2 piercing damage plus 2d4 acid damage. It can also use its stench spray once a day, inflicting the poisoned condition on all creatures in a cone of 10 feet (3 meters) that fail a Dexterity saving throw with DC 10. The flumph has the following special abilities: telepathic perception, which allows it to perceive telepathic communications within 60 feet (18 meters) and not be surprised by creatures with telepathy; telepathic shroud, which makes it immune to any effects that could read its emotions or thoughts, as well as all divination spells; and alien presence, which allows it to communicate telepathically with any creature within 30 feet (9 meters) that has a language.
How does an Abbot Flumph behave?
An Abbot Flumph is a good and peaceful creature, that feeds on the psionic energy left over from other aberrant creatures. It has an intelligence of 14 and speaks common and draconic. It tries to help other good creatures and hinder evil ones, but prefers to remain hidden and not expose itself to danger.
How to fight with an Abbot Flumph?
If you meet an Abbot Flumph, you might have different options depending on your alignment and your intentions. If you are good or neutral, you might try to ally with him or at least not disturb him. If you are evil or aggressive, you might try to attack him or steal his treasures. In any case, here are some tactics that the Abbot Flumph might use in combat:
- If the Abbot Flumph has the possibility to avoid combat, he will do so, using his telepathic shroud to hide his presence and his telepathic perception to anticipate the moves of the enemies. He will also try to use his alien presence to communicate with potential allies and convince them to help him or leave him alone.
- If the Abbot Flumph is forced to fight, he will use his cleric spells to enhance himself or his allies, or to damage or hinder the enemies. He will use spells like blessing, command, cure wounds or inflict wounds to influence the course of the battle. He will also try to use his stench spray to poison the closest or weakest enemies.
- If the Abbot Flumph is in danger, he will use his tentacle attack to defend himself or attempt a grapple or disarm maneuver. He will also try to fly away from the reach of the enemies or reach a safe place where he can heal or hide. If possible, he will ask for help from his allies or members of his cloister.
What are the tactical advantages of the Abbot Flumph?
The Abbot Flumph might use different tactical advantages depending on the terrain of combat. Here are some examples of possible advantages for the Abbot Flumph:
- If the terrain is open and spacious, the Abbot Flumph might take advantage of his flying speed to keep distance from the enemies and attack them with his cleric spells or his stench spray. He might also use his air jet to move objects or light creatures, or to create strong winds or turbulences that hinder the movements or actions of the enemies.
- If the terrain is closed and narrow, like a cave or a tunnel, the Abbot Flumph might take advantage of his telepathic perception to anticipate the moves of the enemies and surprise them with his tentacle attack or his cleric spells. He might also use his telepathic shroud to hide from the searches or scans of the enemies.
- If the terrain is varied and complex, like a forest or a city, the Abbot Flumph might take advantage of his alien presence to communicate with the native or resident creatures and obtain information, help or protection. He might also use this ability to influence the neutral or hostile creatures and convince them to cooperate or retreat.
Who are the allies of the Abbot Flumph?
The Abbot Flumph might rely on different allies depending on the situation and circumstances. Here are some examples of possible allies for the Abbot Flumph:
- Other flumphs of his cloister or other cloisters, with whom he shares the same faith and vision of the world. The flumphs are supportive and cooperative creatures, and help each other in case of need. The flumphs can also form alliances with other cloisters to face common threats or exchange information.
- Good or neutral creatures that live in the Underdark or on the surface, with whom the flumph can make telepathic or verbal contact. The flumph can offer his wisdom, his knowledge or his services in exchange for protection, friendship or resources. The flumph can also try to convince these creatures to help him fight the evil aberrant creatures.
- Psionic or magical creatures that produce psionic energy residue, from which the flumph feeds. The flumph can establish a symbiotic relationship with these creatures, offering them his company, his assistance or his gratitude in exchange for their nourishment. The flumph can also try to protect these creatures from any predators or enemies.
Some examples of possible allies for the Abbot Flumph are:
- Svirfneblin gnomes: these gnomes of the Underdark are neutral and shy creatures, that live in isolated and defended communities by traps and illusions. The svirfneblin are skilled craftsmen and mages, and produce psionic energy residue with their spells. An Abbot Flumph might make contact with a curious or friendly svirfneblin, and offer him his knowledge or his protection in exchange for his nourishment or his hospitality.
- Dark elves: these elves of the Underdark are evil and cruel creatures, that live in matriarchal societies dominated by the religion of the goddess Lolth. The drow are skilled warriors and mages, and produce psionic energy residue with their spells. An Abbot Flumph might make contact with a rebellious or renegade drow, who opposes the tyranny of Lolth and seeks a way out of the Underdark. An Abbot Flumph might offer him his guidance or his help in exchange for his nourishment or his alliance.
- Humans: these humans are good or neutral creatures, that live on the surface or in the Underdark. The humans are skilled adventurers and explorers, and produce psionic energy residue with their psionic or magical abilities. An Abbot Flumph might make contact with a curious or friendly human, who ventures into the Underdark to discover its secrets or to fight its threats. An Abbot Flumph might offer him his friendship or his advice in exchange for his nourishment or his company.
Conclusion
The Abbot Flumph is a unique and fascinating monster, that combines the traits of a wise cleric and a flying jellyfish. It is one of the few aberrant creatures that are good and peaceful, and that can be allies or enemies depending on the situation.
I hope you enjoyed this article and learned something new. If you have any questions or comments, please feel free to contact me.