ABBOT FLUMPH – 5e stats

Small aberration, lawful good

Armor Class 13
Hit Points 20 (5d6)
Speed 5 ft., fly 30 ft.

Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
9 (-1)16 (+3)10 (+0)16 (+3)16 (+3)12 (+1)

Saving Throws Wis +5, Int +5, Cha +4
Skills Arcana +5, History +5, Insight +5, Perception +5, Religion +5
Damage vulnerabilities psychic
Senses darkvision 60 ft., passive Perception 13
Languages understands Undercommon but can’t speak, telepathy 60 ft.
Challenge 1/2 (100 XP)

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.

Spellcasting. The abbot flumph is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared and does not require any verbal component to cast its spells:

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: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 3) 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it

DESCRIPTION

An abbot flumph is a remarkable creature that resembles a flying jellyfish. It has a round, flat body that is mostly hollow, like a soft pillow. The body is thin at the edges and thicker in the middle, where a round opening and two long eyestalks are located. The opening allows the abbot flumph to breathe in and out, while the eyestalks let it see in all directions. Hanging from the underside of the body are several short tentacles, some of which have tiny spikes that can sting. The abbot flumph can use its tentacles to grasp and manipulate small objects, or to communicate with other flumphs. Abbot flumphs have a distinctive coloration, depending on their faith and cloister. They are usually pale yellow or green with darker tentacles, but some may have other colors or patterns that symbolize their beliefs.

An abbot flumph can fly by sucking in air through the opening on its top and blowing it out through several holes on its bottom. It can also use these holes to steer itself in different directions. An abbot flumph usually flies close to the ground, about four to six inches above it. It does not need much air to keep itself aloft, but it does create a gentle breeze and a faint whistling noise as it moves.

Abbot flumphs are very intelligent and wise creatures, but they cannot speak with their mouths. Instead, they have developed a unique sign language that uses their tentacles and eyestalks to convey meaning. They can also communicate telepathically with other creatures that have this ability. Abbot flumphs can speak and understand common or another language, which helps them to study and share their knowledge. They are also adept at casting divine spells, which they use for healing, protection, and guidance.

COMBAT

Abbot flumphs are not violent creatures, but they have to hunt for food and protect themselves from harm. They feed on small animals, such as rats, lizards, and frogs, that dwell in the Underdark. They use their flying ability and camouflage to surprise their targets, or hide patiently in the shadows until a suitable meal passes by. When they spot their prey, they swiftly rise up and drop down on it, piercing it with their spiky tentacles.

The abbot flumph then consumes the corpse by extracting its nutrients through its tentacles. Sometimes, the abbot flumph has to pursue its prey for a while before it dies from the acid. The only ways to remove the acid are to immerse oneself in a swift-flowing stream, to use a full-round action to cleanse it off with a Create Water spell (a simple splash or rinse is not enough), or to cast a Lesser Restoration spell on the afflicted creature.

Abbot flumphs prefer to evade confrontation with larger creatures, but they have a way of repelling them if they get too close. They can spray a foul-smelling liquid from an opening on their front side, which covers anyone in a 15-foot cone in front of them. The liquid smells so bad that it sickens the coated creature and anyone within 5 feet of it. The only way to get rid of the odor is to spend a short rest bathing in water, alcohol, or vinegar. If this does not work, the abbot flumph can also try to attack the creature by rising up and dropping down on it, as it does with its prey.

HABITAT / SOCIETY

Abbot flumphs are extraordinary and kind creatures that float through the dark and perilous realms of the Underdark. They are intelligent and inquisitive, seeking to learn and share their knowledge with other good-aligned beings. They are also peaceful and avoid conflict, preferring to hunt small animals or feed on psionic energy from nearby sources.

Abbot flumphs live in harmonious groups called cloisters, where they cooperate and communicate telepathically. Each abbot flumph has a role and a skill that contributes to the well-being of the cloister. Some abbot flumphs are monks, who devote themselves to meditation and philosophy. Some abbot flumphs are prophets, who have visions of the future and warn others of impending threats. Some abbot flumphs are scholars, who study various subjects and collect information from different sources.

Abbot flumphs reproduce by a process called budding, which occurs about every two years. An abbot flumph grows 1d8 tiny buds on its underside, each one a new abbot flumph. The buds detach from the parent abbot flumph after about three months, when they reach a diameter of two inches. They then grow rapidly to adult size within a month, reaching a diameter of two feet. Abbot flumphs have a lifespan of about 20 years, but some may live longer if they have access to abundant psionic energy.

ECOLOGY

Abbot flumphs are not the apex predators in the Underdark, but they have adapted to their environment as hunters of small animals. They feed on rats, lizards, frogs, and other pests that plague the dark caverns. They also absorb psionic energy from nearby sources, such as aboleths, gith, and mind flayers. This energy fuels their intelligence and curiosity, as well as their ability to glow and communicate telepathically.

Abbot flumphs have few natural enemies, as their flesh is disgusting to most creatures. It has a sour and bitter taste, and a slimy texture. Only ogres and some goblinoids are hungry or stupid enough to eat abbot flumphs, but they often regret it later, as abbot flumph meat can cause indigestion and nausea. Abbot flumphs also have some defenses against larger threats, such as their spiky tentacles, their acidic secretions, and their foul-smelling spray.

About Monastic Flumphs

Monastic flumphs are rare and remarkable creatures that have mastered the art of spellcasting. They can cast divine spells as if they were clerics of the same level as their Hit Dice. They have a deep connection to their faith and their cloister, which is their home and sanctuary.

A cloister is a group of flumphs that live together in harmony, sharing their knowledge and worshipping mysterious gods that are unknown to other races. A cloister can be found in a large cavern in the Underdark, or in a swamp or grassland, where they build a large, nest-like structure out of grass and mud. The inside of a cloister is adorned with beautiful paintings, made by flumphs using their tentacles and natural pigments. The paintings are abstract and colorful, showing spirals and other curved lines that reflect the flumphs’ philosophy and aesthetics. Some paintings also depict scenes of flumphs hunting for food or exploring their surroundings.

Each cloister has a leader, called an abbot flumph. The abbot is the most wise and powerful flumph in the cloister, and has the final say in all matters.

The abbot is assisted by one prior flumph for every six flumphs in the cloister. The prior is the second-in-command, and helps the abbot with administrative and spiritual duties.

The rest of the flumphs are monks flumph, who dedicate themselves to learning, meditation, and service. They also help to protect the cloister from any threats.

Sometimes, a small group of common flumphs can be seen near a cloister, bringing food as a gift or seeking help from the monastic flumphs. The common flumphs respect and admire the monastic flumphs, and may ask them for healing or guidance. The monastic flumphs are usually kind and generous to their common kin, but they may also test their faith and intelligence before offering their aid.