Armor Class
12
Flapjack
Small Aberration · Lawful Good
Hit Points
7 (2d6)
Speed
Walk 5 ft., Fly 30 ft.
CR
1/8
Traits
Advanced Telepathy
Flapjack can perceive the content of any telepathic communication used within 60 feet of it, and it can't be by creatures with any form of telepathy.
Prone Deficiency
If Flapjack is knocked , roll a die. On an odd result, Flapjack lands upside-down and is . At the end of each of its turns, Flapjack can make a DC 10 Dexterity saving throw, righting itself and ending the condition if it succeeds.
Telepathic Shroud
Flapjack 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. 4 () Piercing damage plus 2 () Acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 () Acid damage on a failure or ending the recurring Acid damage on a success. A spell cast on the target also ends the recurring Acid damage.
Stench Spray (1/Day)
Each creature in a 15-foot cone originating from Flapjack 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 hours. The coated creature is as long as the stench lasts, and other creatures are 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.