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.