Small aberration, lawful good
Armor Class 15 (unarmored defense)
Hit Points 10 (3d6)
Speed 5 ft., fly 30 ft.
Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 16 (+3) | 10 (+0) | 14 (+2) | 14 (+2) | 11 (+0) |
Saving Throws Dex +5, Wis +4
Skills Arcana +4, History +4, Religion +4, Stealth +5
Damage vulnerabilities psychic
Senses darkvision 60 ft., passive Perception 12
Languages understands Undercommon but can’t speak, telepathy 60 ft.
Challenge 1/4 (50 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.
Deflect Missiles. The monk flumph can use its reaction to deflect or catch the missile when it is hit by a ranged weapon attack. When it does so, the damage it takes from the attack is reduced by 1d10 + 6
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
- Multiattack. The monk flumph makes four melee attacks with its tendrils.
- 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
A Monk Flumph is a rare and enlightened variant of the flumph, a small and gentle aberration that resembles an aerial jellyfish. A Monk Flumph has a disc-shaped body, about two feet in diameter and four inches thick in the center, tapering to one or two inches near the edge. The body is mostly hollow, much like a large cushion. A round orifice is in the center of the upper surface, flanked by two eyestalks, each about six inches long. Several short tentacles hang from the creature’s underside, concealing a mass of small spikes. The tentacles closest to the flumph‘s rim can be used for fine manipulation of small objects. A common flumph is pure white in color; a monastic flumph is generally a pale yellow or green, with darker tentacles that end in small spikes.
A Monk 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 Monk Flumph can communicate telepathically with any creature within 60 feet, and can also perceive the thoughts and emotions of other telepathic beings. A Monk Flumph is a follower of the Way of Tranquility, a monastic tradition that teaches peace, compassion, and healing. A Monk Flumph seeks to spread harmony and understanding among the denizens of the Underdark, and to protect the innocent from the evil forces that lurk in the dark.
A Monk Flumph flies by taking in air through the hole on its upper surface, and expelling it through several small holes on its underside. The creature 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.
COMBAT
A Monk Flumph avoids combat whenever possible, preferring to use diplomacy, persuasion, or deception to resolve conflicts. However, if forced to fight, a Monk Flumph can use its martial arts skills and ki abilities to defend itself and its allies. A Monk Flumph can strike with its tentacles, which deal piercing and acid damage, and can also spray a foul-smelling liquid that poisons and repels enemies. 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 Monk Flumph can also use its ki to perform various feats, such as moving along walls and water, stunning foes with a touch, healing wounds with a touch, or creating a sanctuary of peace around itself. A Monk Flumph is vulnerable to psychic damage, which can overwhelm its sensitive mind.
HABITAT / SOCIETY
A Monk Flumph lives in the Underdark, a vast network of caverns and tunnels that lies beneath the surface of the world. The Underdark is home to many dangerous and evil creatures, such as aboleths, drow, duergar, githyanki, mind flayers, and more. A Monk Flumph feeds on the psionic energy that these creatures emit, but also suffers from their malicious thoughts and intentions. A Monk Flumph seeks to balance its diet by finding sources of positive psionic energy, such as other flumphs, friendly adventurers, or benevolent deities.
A common flumph is a nomadic hunter, intelligent, good-aligned, and peaceful. A flumph reproduces about every two years by budding off a part of its body that grows into a new flumph over time. 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.
A monastic flumph often travels alone or in small groups of other flumphs or allies. A monastic flumph may also join or form a monastery of like-minded individuals who share its values and goals. A monastic flumph respects all forms of life and strives to learn from them.
ECOLOGY
A Monk Flumph is an aberration, a creature that does not belong to the natural order of things. A Monk Flumph is not native to the Underdark, but rather came from another plane of existence through some unknown means.
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.
A Monk Flumph has no natural predators or enemies, except for those who seek to harm it or exploit it for its psionic abilities. A Monk Flumph has a symbiotic relationship with other flumphs and creatures that share its vision of peace and harmony.