Flumph

Small Aberration, Lawful Good
Initiative +2 (12)
AC 12
HP 7 (2d6)
Speed 5 ft., Fly 30 ft. (hover)
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
6
-2
-2
Dex
15
+2
+2
Con
10
+0
+0

Int
14
+2
+2
Wis
14
+2
+2
Cha
11
+0
+0

Skills Arcana +4, History +4, Religion +4
Vulnerabilities Psychic
Senses Darkvision 60 ft., Passive Perception 12
Languages Understands Undercommon but can't speak; telepathy 60 ft.
CR 1/8 (XP 25; PB +2)
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 Roll: +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.

Habitat: Underdark
Treasure: Arcana
Monster Manual 2024
  1. DnD 2024 Monsters › Flumph
Flumph