THE SHARED REFERENCE Adventurer

Monster

Flumph

Official reference · XMM · 2024

Creature type
Aberration
Size
Small
Armor class
12
Hit points
7 (2d6)
Speed
Walk 5 ft., Fly 30 ft. (hover)
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 perceives the content of any telepathic communication within 60 feet of it.

Prone Deficiency

If the flumph receives the Prone condition, roll a die. On an odd number, it has the Incapacitated condition. At the end of each of its turns, the flumph makes a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success.

Telepathic Shroud

The flumph's thoughts can't be read by any means, and magic can't detect its location or observe it remotely.

Actions

Tentacle

Melee Attack: +4, reach 5 feet. Hit: 4 (1d4 + 2) Acid damage.

Stench Spray (1/Day)

Dexterity Saving Throw: DC 10, one creature the flumph can see within 15 feet. Failure: The target is coated in a foul-smelling liquid, exudes a stench for 1d4 hours, and has the Poisoned condition while the stench lasts. Other creatures have the Poisoned condition while in a 5-foot Emanation originating from the coated target. The target can remove the stench on itself if it bathes during a Short or Long Rest.

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