Flumphs

Those who encounter the majestic and peaceful flumph in the savage depths of the underdark inevitably find themselves compelled to ask "...how does this survive?" and the question is a fair one. Though the flumph is posessed of some natural defenses, its greatest adaptation is simply that other creatures, no matter how evil or ravenous, don't seem to feel great about killing them.


Monastic Flumph

Small aberration, lawful good


  • Armor Class 12
  • Hit Points 17 (5d6)
  • Speed 5 ft., fly 30 ft.

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 0

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, it must succeed on a DC 10 Dexterity saving throw or be incapacitated. At the end of each of its turns, the flumph can repeat this save, righting itself and ending the incapacitated condition if it succeeds.

Peaceful Aura. A creature that attempts to harm the flump must succeed on a DC 12 Wisdom saving throw or be charmed by it for the next minute, or until it takes any damage.

Actions

Blissful Apathy (recharge 6). Each creature of the flumph's choice within 30 feet must make a DC 12 Wisdom saving throw or become charmed and incapacitated for the next minute.

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 within 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.

Flumph Lore

Arcana DC 10: Natural psionic eavesdroppers, captive flumphs are fantastic tools for those coordinating assaults on illithid colonies.
Arcana DC 15: The weak-willed often find themselves reticent to harm flumphs, but this is purely due to a low-grade psionic field they project, which can be easily defeated with spells that hit a wide area-of-effect, such as fireball, so long as the spell caster takes care not to think about the flumph's cute face and goggly eyes while casting the spell.
History DC 15: Many flumphs pursue a monastic life, spending their time in the underdark meditating upon great truths. When questioned about these great truths they are rarely willing to share, however, ostensably because they haven't quite worked out the details yet.
Nature DC 10: When threatened, flumphs can release a gout of foul-smelling musk that sickens and deters most predators. Certain flumphs, through intense meditation, can increase the potency of this musk to truly revolting levels.
Nature DC 15: Flumphs feed parasitically on siphoned psionic energy, and are often found on the periphery of the lairs of powerful psionic creatures such as aboleths and illithids, or following in the wake of powerful psionic migratory creatures such as neothelids.


Flumph Infiltrator

Small aberration, lawful good


  • Armor Class 12
  • Hit Points 28 (8d6)
  • Speed 5 ft., fly 30 ft.

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, Stealth +4
  • 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, it must succeed on a DC 10 Dexterity saving throw or be incapacitated. At the end of each of its turns, the flumph can repeat this save, righting itself and ending the incapacitated condition if it succeeds.

Indifferent Aura. A creature that attempts to look at the flump must succeed on a DC 12 Wisdom saving throw or be compelled to avert its gaze. A creature that fails this save becomes indifferent to the flumph's presence for the next minute, and retains no memory of the actions the flumph takes while the creature is affected.

Actions

Spiny Drop. One creature that the Flumph is flying over must succeed on a DC 10 Dexterity saving throw or be Poisoned until the end of its next turn. While Poisoned in this way, the creature takes 7 (2d6) acid damage at the start of its turn. A creature that passes the saving throw by 5 or more knocks the flumph prone in an adjacent space.

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. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Flumph Tactics

Flumphs just try to look cute and stupid and helpless in combat while running and hiding, and hope that you feel too bad to kill them. It usually works. If a creature seems determined to attack the flumph regardless, it uses its stench spray, which is usually fatal to the target, as every flumph-lover in the underdark now knows what they did.


Venerable Flumph

Huge aberration, lawful good


  • Armor Class 13 (Natural Armor
  • Hit Points 59 (7d12 + 14)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 15 (+2) 17 (+3) 12 (+0)

  • Skills Arcana +4, History +4, Religion +4
  • Damage Vulnerabilities psychic
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Understands Undercommon but can't speak, telepathy 60 ft.
  • Challenge 2 (450 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. It is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Prone Deficiency. If the flumph is knocked prone, it must succeed on a DC 10 Dexterity saving throw or be incapacitated. At the end of each of its turns, the flumph can repeat this save, righting itself and ending the incapacitated condition if it succeeds.

Empathic Aura. Creatures within 30 ft. of the flumph have advantage on Insight checks to determine emotional states.

Actions

Multiattack. The flumph makes three attacks with its tendril prod.

Tendril Prod. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: The target is pushed 5 ft. away. On a critical hit, the target is knocked prone.

Spiny Drop. One creature that the Flumph is flying over must succeed on a DC 12 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be Poisoned for the next minute. While poisoned in this way, the creature takes 7 (2d6) acid damage at the start of each of its turns. A creature that passes the initial save by 5 or more knocks the flumph prone in an adjacent space. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success.

Stench Spray (1/Day). Each creature in a 30-foot cone originating from the flumph must succeed on a DC 12 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Art Credits

  • Flumph by Conceptopolis

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