Armor Class
12
Flumph
Small Aberration · Lawful Good
Hit Points
7 (2d6)
Speed
Walk 5 ft., Fly 30 ft. ((hover))
CR
1/8
Traits
Advanced Telepathy
The flumph perceives the content of any telepathic communication within 60 feet of it.
Prone Deficiency
If the flumph receives the condition, roll a die. On an odd number, it has the condition. At the end of each of its turns, the flumph makes a DC 10 Dexterity saving throw, ending the 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. 4 () Acid damage.
Stench Spray (1/Day)
DEX Save 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 hours, and has the condition while the stench lasts. Other creatures have the condition while in a 5-foot Emanation [Area Of Effect] originating from the coated target. The target can remove the stench on itself if it bathes during a Short Rest or Long Rest.
Failure: The target is coated in a foul-smelling liquid, exudes a stench for hours, and has the condition while the stench lasts. Other creatures have the condition while in a 5-foot Emanation [Area Of Effect] originating from the coated target. The target can remove the stench on itself if it bathes during a Short Rest or Long Rest.