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Flumph

Flumph CR: 1/8

Small aberration , lawful good
Armor Class: 12
Hit Points: 7 (2d6) 2d6
Speed: 5 ft , fly: 30 ft

STR

6 -2

DEX

15 +2

CON

10 +0

INT

14 +2

WIS

14 +2

CHA

11 +0

Skills: Arcana +4 1d20+4 , History +4 1d20+4 , Religion +4 1d20+4
Damage Vulnerabilities: psychic
Senses: darkvision 60 ft., passive Perception 12
Languages: understands Undercommon but can't speak, telepathy 60 ft.
Challenge Rating: 1/8

1/day: Stench Spray. As an action the flumph can force 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 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.


Advanced Telepathy. The flu mph 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 Deficicency. If the flu mph 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 end ing 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 1d20+4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) 1d4+2 piercing damage plus 2 (1d4) 1d4 acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) 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.


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