PRIOR FLUMPH – 5e stats

Small aberration, lawful good

Armor Class 13
Hit Points 14 (4d6)
Speed 5 ft., fly 30 ft.

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

STRDEXCONINTWISCHA
8 (-1)16 (+3)10 (+0)15 (+2)15 (+2)12 (+1)

Saving Throws Dex +5, Wis +4
Skills Acrobatics +5, 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.

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 prior flumph makes two melee attacks with its tendrils.
  • Tendrils. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (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

The Prior Flumph is a rare and powerful variant of the flumph, a mysterious and benevolent creature that drifts through the Underdark. Unlike the common flumph, which is white or pale yellow, the Prior Flumph has a deep purple hue that reflects its psionic mastery. The Prior Flumph is also larger than the common flumph, with a diameter of 4 feet (1.2 meters) and a thickness of 8 inches (20 centimeters) at its center. The Prior Flumph has six eyestalks instead of four, and its tentacles are longer and more flexible. The Prior Flumph also glows faintly in different colors depending on its mood, but its glow is more intense and varied than that of the common flumph.

COMBAT

The Prior Flumph is a formidable opponent in combat, using its psionic abilities to attack, defend, and manipulate its enemies. The Prior Flumph can perceive the content of any telepathic communication used within 120 feet (36 meters) of it, and it can’t be surprised by creatures with any form of telepathy. The Prior Flumph can also communicate telepathically with any creature within 120 feet (36 meters) of it that has a language. The Prior Flumph can use its tentacles to deliver a painful sting that injects a mild acid into the target, causing additional damage over time. The Prior Flumph can also spray a foul-smelling liquid from its central cavity as a defense mechanism, causing nausea and blindness to those who fail to resist its effects. The Prior Flumph’s most powerful weapon, however, is its psionic power. The Prior Flumph can cast various spells using its psionic energy, such as magic missile, shield, detect thoughts, levitate, suggestion, telekinesis, dominate person, and plane shift. The Prior Flumph can also create illusions, manipulate emotions, and alter memories using its psionic power.

HABITAT / SOCIETY

The Prior Flumph is a solitary creature that lives in secluded areas of the Underdark, away from the influence of evil beings. The Prior Flumph seeks out sources of psionic energy to feed on, such as aboleths, githyanki, githzerai, mind flayers, and other psionic creatures. The Prior Flumph does not harm these creatures unless they pose a threat to it or to other good-aligned beings. The Prior Flumph also avoids contact with most other creatures, preferring to observe and study them from a distance. The Prior Flumph is curious and knowledgeable about many subjects, especially philosophy and planar lore. The Prior Flumph occasionally shares its wisdom with good-aligned creatures that it encounters, offering guidance and advice. The Prior Flumph is also loyal and protective of its friends, and will aid them in times of need.

ECOLOGY

The Prior Flumph is a rare mutation of the common flumph that occurs when a flumph is exposed to a powerful source of psionic energy for a prolonged period of time. This exposure alters the flumph’s physiology and enhances its psionic abilities. The Prior Flumph is unable to reproduce with other flumphs or with other creatures, and thus it is doomed to a lonely existence. The Prior Flumph has a lifespan of about 40 years, twice as long as the common flumph. The Prior Flumph does not have any natural predators or enemies, except for those who seek to exploit or destroy it for its psionic power. The Prior Flumph does not have any impact on the environment or the ecosystem of the Underdark, as it does not consume any physical resources or leave any traces behind.