Small aberration, lawful good
Armor Class 12
Hit Points 7 (2d6)
Speed 5 ft., fly 30 ft.
Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)
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
Damage vulnerabilities psychic
Senses darkvision 60 ft., passive Perception 12
Languages understands Undercommon but can’t speak, telepathy 60 ft.
Challenge 1/8 (25 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.
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.
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
A flumph is a small, saucer-shaped creature that resembles an aerial jellyfish. It floats in the air by means of an anti-gravity field and air jets. It has two eyestalks on its top side and several tentacles and spikes on its underside. The tentacles closest to the flumph’s rim can be used for fine manipulation of small objects. A flumph glows faintly in different colors depending on its mood, such as pink for amusement, blue for sadness, green for curiosity, and red for anger. A flumph is a telepathic being that can communicate with other creatures and sense their thoughts and emotions. A flumph is also a very intelligent and wise creature that has a keen interest in philosophy, history, religion, and other subjects.
A common flumph is pure white in color; a monastic flumph is generally a pale yellow or green, with darker tentacles. A monastic flumph is a flumph that follows a specific philosophy or religion, and has a slightly different appearance and behavior than a common flumph. A flumph flies by taking in air through the hole on its upper surface, and expelling it through several small holes on its underside. It also has several small apertures along its equator, for use in maneuvering. It usually hovers about four to six inches above the ground. Keeping its body aloft does not require great amounts of air. It creates a gentle breeze, and a slight whistling sound can be heard in a quiet area.
Common flumphs cannot communicate vocally, but have a unique sign language that makes use of their tentacles and eyestalks. Some monastic flumphs, perhaps 10%, can speak and understand common or another language.
COMBAT
A flumph is not a very formidable opponent in combat, as it is vulnerable to psychic damage and can be easily knocked prone, which incapacitates it until it can right itself. A flumph prefers to avoid violence and will only fight in self-defense or to protect its allies. A flumph can attack with its tendrils, which inflict piercing and acid damage. It can also spray a foul-smelling liquid from an orifice on its equator, which poisons the target and anyone nearby. The acid can be washed away by complete immersion in a fast-moving stream, by actively washing the acid away (full round action) with a Create Water spell (simple immersion or rinsing will not work) or by a Lesser Restoration cast on the target.
A flumph will try to use its telepathy to reason with its enemies or to call for help from other creatures. It can also rise to a height of 10 feet and drop onto an opponent, as if hunting.
HABITAT / SOCIETY
A flumph lives in the Underdark, the vast network of caverns and tunnels beneath the surface of the world. It feeds on psionic energy, which it can find near sources such as aboleths, giths, mind flayers, and other aberrations. However, a flumph is a lawful good creature that abhors evil and seeks to oppose it whenever possible. A flumph will often share the evil thoughts it senses from its psionic prey with any good-aligned creatures it encounters, hoping to warn them or enlist their aid. A flumph also enjoys learning from other cultures and sharing its own knowledge and insights.
A flumph is usually solitary, but it can form bonds with other flumphs or creatures that share its values and interests. A flumph can join a monastic order, which is a group of flumphs that follow a specific philosophy or religion. A monastic order has its own rules, rituals, symbols, and goals that distinguish it from other orders or common flumphs.
A flumph reproduces about every two years by budding, producing 1d8 tiny flumphs on its underside. These become independent after about three months when they reach two inches in diameter. They grow to adult size within a month, and live for 20 years.
ECOLOGY
A flumph plays an important role in the ecology of the Underdark, as it helps to balance the psionic energy that flows through it. A flumph consumes excess psionic energy from its prey, preventing them from becoming too powerful or unstable. A flumph also releases some of the psionic energy it absorbs back into the environment, creating a cycle that sustains the Underdark’s ecosystem. A flumph’s stench spray also serves as a deterrent for predators and parasites that might threaten its survival.
Flumphs are predators low on the food chain, feeding on smaller creatures and clearing their area of vermin. Flumph flesh has a foul taste, and they are generally considered unpalatable, though ogres and some goblinoids will eat them.
Monastic Flumphs
The seldom-seen monastic flumphs are more advanced creatures that can cast spells as if they were clerics of levels equal to their Hit Dice. They gather in cloisters to share knowledge and to worship deities unknown to humanoids.
A cloister is usually in a large cavern or (in swamps and grasslands) a large, nest-like bower constructed of grass and mud. The inside of a cloister is decorated with fine, colorful paintings, made by flumphs dabbing natural pigments with their tentacles.
The paintings are usually abstract, showing spirals and other curved lines, though some are vaguely representational of flumphs engaged in hunting.
- Each cloister is led by an abbot flumph.
- The abbot is aided by one prior flumph per six flumphs in the cloister.
- The remainder of the flumphs are monks flumph.
On occasion, a small group of common flumphs can be found near a cloister, bringing food as an offering in return for healing or guidance.