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Flumphs


FLUMPH

Flumphs are mysterious, nomadic, gensiuses, who are usely peaceful, and benevolent. They are phosphorus and biolumincesent. They believe in living in harmony with all creatures and think beyond rankings and perfection.


They usually drift through the Underdark of Ru'Mal and Ru'Than feeding on communities of other aberrations. Although, some have been found to reside in a cave system The Knight Woods, within the Feywild Expanse section of Kutloc.

Flumphs live in complex communities called cloisters - though no one Flumph can be identified as the leader, as each Flumph has an important job inside of their society. Flumphs glow softly, and so if you are ever in the Underdark and see a few faint lights off in the darkness, it might be just a few Flumphs slowly flumphing their way over to you.

They use their tenticles for a difficult sign language, as well as speaking telepathically. Those Flumph that can speak, do so in Undercommon in high-pitched voices with simple words (to aid the creatures not as intellegent as them).

They paint clever abstract art with their long tenticles.

They look like a floating jellyfish that propels itself around using sooft jets of air - with large eye stalks and a mouth on its head.
A flumph's body is shaped like a flat saucer with a diameter of 2 feet (61 centimeters), slightly larger than a human from shoulder to shoulder, and between 3 to 4 inches (7.6 to 10 centimeters) thick at their centre, about as thick as a human arm.
The thickness tapers to about 1 inch (2.5 centimetres) at the edge of the saucer.
Their bodies are hollow, with a small circular hole at the center of their topside.
They have a pair of 6‑inch-long (15‑centimeter) eyestalks on either side of the central hole, as well as numerous tentacles and small spikes that grow from the underside.

Flumphs float about 4 to 6 inches (10 to 15 centimeters) above the ground by means of an innate anti-gravity field, and moved by using air jets as propulsion. The air circulate through the flumph's body by entering in the central upper cavity and exiting from small holes in its underside and from apertures along the rim of its body. Their more peripheral tentacles are very dextrous and are capable of manipulating small objects.

Common flumphs are white in colour. While monastic and mage flumphs are pale yellow or green, with tentacles ending in darker shades. Flumphs also glowed faintly in different colors depending on their mood.

Flumphs are wise and possess advanced knowledge of philosophy and other subjects. They fed on psionic energy, and are therefore more likely to be found near strong sources, (such as aboleth, gith, and mind flayer settlements.)
However, due to their strong telepathic nature, flumphs are very sensitive to evil thoughts and often feel the need to share them as quickly as possible with any good-aligned creatures they find, in order to wash these thoughts away.

Flumph Glow Colours
Colour - Emotion
Pink - Amusement
Blue - Sadness
Green - Curiosity
Red - Anger


It has also been common for flumphs exposed to evil thoughts to spontaneously glow red in anger, or tint black as block those thoughts. This reaction are considered a sign to adventurers that evil monsters lurked nearby.


Small aberration, lawful good
Armor Class = 12; underbelly = 8
Hit Points = 7 (2d6)
Speed 5 ft., fly 30 ft.
STR = 6 (-2)
DEX = 15 (+2)
CON = 10 (+0)
INT = 14 (+2)
WIS = 14 (+2)
CHA = 11 (+0)

Skills: Arcana +4; History +4; Religion +4;
Damage vulnerabilities = psychic; cannot right self;
Senses: darkvision 60 ft.; passive Perception 12;
Languages = understands Undercommon but few can speak; telepathy 60 ft.;
Challenge = 1/8 (25 XP)
Advanced Telepathy = The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it cannot be surprised by creatures with any form of telepathy.
Prone Deficiency = If the flumph is knocked prone, roll a die. On an uneven number, the flumph lands upside-down and is incapacitated.
At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated 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.
Astral Prrojection = They do not die. They can project their astral body into an astral orb (found within their lairs) or to the Astral Plane. The material body left behind falls to the ground either unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age; or dead.

ACTIONS
Tendrils = Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage.
At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (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 the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling, noxious 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 within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in soapy water, alcohol, or vinegar.
Sprikes = a Flumph will fly up to ten feet into the air and drop down on a creature with its spikes and tentacles. The spikes deal 1d8 damage - a successful hit will also inject the creature with acid, which will deal an additional 1d4 damage for 2-8 rounds.
Stench Spray (1/Day) = their main defense mechanism is a gross smelling liquid it can shoot out of an aperture on the creature's 'equator' - the horizontal line of maximum diameter. This smells horrible. It sprays out in a 60' arc up to a range of 20'
Creatures that are struck by the foul-smelling ‘liquid’ and fail a saving throw vs. poison flee from Flumph in disgust. It gets worse for all their friends, anyone that fails the saving throw against the Flumph’s attack is shunned by the rest of the party for 1-4 hours. None of the rest of the Party will go within 100 feet of them until the effect wears off.

SOMATIC SPELLS
Hypnotic Pattern Spell = level 3 illusion
Casting Time = 1 action
Range: 120 feet
Target: A 30-foot cube within range
Components: S; M (A glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Up to 1 minute
Creates a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Mislead Spell = level 5 illusion
Casting Time: 1 action
Range: Self
Duration: Up to 1 hour
Becomes invisible at the same time that an illusory double of them appears where they are standing. The double lasts for the duration, but the invisibility ends if they attack or cast a spell.
They can use their action to move the illusory double up to twice their speed and make it gesture, speak, and behave in whatever way they choose.
They can see through its eyes and hear through its ears as if they were located where it is. On each of their turns as a bonus action, they can switch from using its senses to using their own, or back again. While they are using its senses, they are blinded and deafened in regard to their own surroundings.

Counterspell = 3rd level

Basic Information

Dietary Needs and Habits

Flumphs feed on thoughts.


~ FIGURINES I OWN


Geographic Distribution

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