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Flumph

Small aberration, Lawful Good

Armor Class 12

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

Senses Darkvision 60 ft., passive Perception 12

Languages understands Undercommon but can't speak; telepathy 60 ft.

Challenge 1/8

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. m +4, reach 5 feet. Hit: 4 (1d4 + 2) Acid damage.

Stench Spray (1/Day). dex DC 10, one creature the flumph can see within 15 feet. 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.

Source

Monster Manual (2024), p. 122