Floop the Flumph
Floop CR: 1/2
STR
6 -2
DEX
15 +2
CON
10 +0
INT
14 +2
WIS
14 +2
CHA
11 +0
Spellcasting. Floop is a 3rd-level spellcaster. His spellcasting modifier is Wisdom (DC 12, +4 to hit with spell attacks) and he has the following spells prepared:
- Cantrips (at will): guidance, thaumaturgy, toll the dead.
- 1st-level (4 slots): charm person, cure wounds, disguise self, protection from evil and good, sanctuary.
- 2nd-level (2 slots): hold person, mirror image, pass without trace, spiritual weapon.
Advanced Telepathy. Floop can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy. Prone Deficiency. If Floop is knocked prone, roll a die. On an odd result, he lands upside-down and is incapacitated. At the end of each of its turns, the Floop can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds. Telepathic Shroud. Floop 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. Hit: 1D4+2 piercing damage plus 1D4 acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 1D4 acid damage on a failure or ending the recurring acid damage on a success. A Lesser Restoration spell cast on the target also ends the recurring acid damage. Stench Spray (1/Day). Each creature in a 15-foot cone originating from Floop 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 1D4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned 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.
Physical Description
Body Features
- Pink - Amusement
- Blue - Sadness
- Green - Curiosity
- Red - Anger
Mental characteristics
Personal history
Education
- Is aware of the undead – doesn’t know what they are.
- Has seen Mormhaor – Has not been inside but has seen the rotted trees and unusual weather.
- Has seen wolves, crocodiles, elk, spiders and ogres in the forest – can’t say where.
- Has seen the lake – thinks it’s pretty.
- Saw people (undead leader, undead and half-elves) heading towards the south of Mormhaor.
- Has not been to the forest east of Mormhaor – it felt more cold and evil than anywhere else.
Intellectual Characteristics
Social
Speech
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