THE SHARED REFERENCE Adventurer

Monster

Flumph

Official reference · MM · 2014

Creature type
Aberration
Size
Small
Armor class
12
Hit points
7 (2d6)
Speed
Walk 5 ft., Fly 30 ft.
Challenge rating
1/8
Alignment
Lawful Good
Strength
6
Dexterity
15
Constitution
10
Intelligence
14
Wisdom
14
Charisma
11
Passive Perception
12
Skills
arcana: +4; history: +4; religion: +4
Senses
darkvision 60 ft.
Languages
understands Undercommon but can't speak, telepathy 60 ft.
Vulnerabilities
psychic

Traits

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 5 ft., 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 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.

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