Flumph Species in Other Realms | World Anvil

Flumph

The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger.   Intelligent and Wise Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects. Flumphs are sensitive to the emotional states of nearby creatures. If a creature's thoughts suggest goodness, a flumph seeks that creature out. When facing creatures that exude evil, a flumph flees.   Psionic Siphons Flumphs feed by siphoning mental energy from psionic creatures, and they can be found lurking near communities of mind flayers, aboleths, githyanki, and githzerai. As passive parasites, they take only the mental energy they need, and most creatures feel no loss or discomfort from such feeding. Consuming psionic energy reveals the thoughts andemotions of the creatures on which the flumphs feed. Since so many of those creatures are evil, flumphs are often subjected to thoughts, emotions, and hungers that sicken their pure nature. When flumphs encounter goodhearted adventurers, they eagerly share the dark secrets they have learned in the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment.   Flumph Society Flumphs live in complex and organized groups called cloisters, within which each flumph has a place and purpose. These harmonious groupings have no need for leaders, since all flumphs contribute in their own way.  

Flumph

The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger.


Armor Class12
Hit Points 2d6
Speed5 ft.Fly 30ft.
Strength6 (-2)
Dexterity15 (+2)
Constitution10 (+0)
Intelligence14 (+2)
Wisdom14 (+2)
Charisma11 (+0)
SkillsArcana d20+4 History d20+4 Religion d20+4
Damage VulnerabilitiesPsychic
SensesDarkvision 60ft.Passive Perception 12
LanguagesUnderstands under common but can't speakTelepathy 60ft.
Challenge1/8 (25 XP)
Special 1Advanced TelepathyThe flumph can perceive the content of anytelepathic communication used
within 60 feet of it, and it can'tbe surprised by creatures with any form of telepathy
Special 2Prone DeficiencyIf the flumph is knocked prone, roll a d20 On an odd result, the flumph lands
upside-down and is incapacitated.At the end of each of its turns, the flumph can makea DC 10 Dexterity saving throw,righting itself and ending the
incapacitated condition if it succeeds
Special 3Telepathic ShroudThe flumph is immune to any effect that would sense itsemotions or read its thoughts,
as well as all divination spells
Action 1TendrilsMelee Weapon Attack d20+4 to hit
Reach 5 ft., one creatureHit 1d4+2 piercing damageplus 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 ona failure or ending the recurring acid damageon a success A lesser restoration spell cast on
the target also ends the recurring acid damage
Action 2Stench Spray (1/Day)Each creature in a 15-foot cone originating fromthe flumph must succeed on
a DC 10 Dexterity saving throwor be coated in a foul-smelling liquid.A coated creature exudes ahorrible stench for 1d4 hours.
The coated creature is poisoned as longas the stench lasts, and other creaturesare poisoned while within 5 feet ofthe coated creature. A creature can remove
the stench on itself by using a shortrest to bathe in water, alcohol, or vinegar

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