← Floon Blagmaar All Monsters Flux Blastseeker →
Monster

Flumph

Small Aberration · Lawful Good

Monster Manual Page 135
Armor Class 12
Hit Points 7 (2d6)
Speed Walk 5 ft., Fly 30 ft.
CR 1/8
STR 6 -2
DEX 15 +2
CON 10 +0
INT 14 +2
WIS 14 +2
CHA 11 +0

Traits

Advanced Telepathy

The flumph 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 the flumph is knocked , roll a die. On an odd result, the flumph lands upside-down and is . At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the 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. 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 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 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.
Confirmation

Are you sure?