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FLUMPH

Small aberration, lawful good
Armor Class 12
Hit Points 7 (2D6)
Speed 5ft Fly: 30ft

STR
6 -2
DEX
15 +2
CON
10 0
INT
14 +2
WIS
14 +2
CHA
11 0

Skills Arcana +4,History +4 & Religion +4.
Damage Vulnerabilities Psychic
Senses Darkvision 60ft & Passive Perception 12.
Languages Understands Undercommon but cannot speak & Telepathy 60ft.
Challenge 1/8 (25XP)


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 5FT, 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 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.


 

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