"Flumph, Flumph Fluuummmph Flum Flumph"
Yea, don't they float gracefully, never quite making contact with the ground but threatening to beach themselves at the first scent of danger. Those long tentacle arms will wrap around you, it's going to feel wired but don't worry it's making sure you don't launch off the thing. Whatever you do don't pull on the eye stalks... As for its speed. Well, you're going to have to experience that yourself!
Flumphs are psychically active creatures that inhabit the lands of Verra'Talu. Flumphs are thought to be seeking asylum from some strange and other world. While on Verra'Talu the Flumphs have been selectively captured and bred to form a mount for the lands. Its Anatomy can be broken up as follows:
Anatomy & Morphology
Eyes and Senses
The eyestalks of a Flumph are long and narrow usually growing to a foot. Shaped more like the edge of a blade rather than a tube. This shape allows the Flumph to cut through the air and be slightly more aerodynamic. The Flumph perceives everything a second behind other creatures thus leading to some unfortunate accidents and mishaps that can land the Flumph on the ground.
Skin and Tone
The skin and tone of a Flumph dances in a complex series of colours signifying the Flumphs emotion. Though the creature has no fur it is still soft and silky to the touch. This is due to the constant anti-gravity field that it projects around it. Anyone touching the body of a Flumph will see a shimmer of light coming from within the creature itself.
Legs and Tenticles
The flumph does not have legs in the regular sense of the word. Protruding from its underside of the body is a series of long noodly tentacles each of which floats above the ground of Verra'Talu. The tentacles are spongy and are said to be used in the flumphs form of propulsion in some fashion.
Mouth and Language
The flumphs language is one of colours and sounds. The main form of communication comes from the flumps body that will show a particular colour depending on the flumps mood at this present time. It is said the flumphs language is completely reactionary as they are able to answer questions with their colours but not actually form any words or anything to ask their own questions. However, some people have reported flumphs invading their riders dreams to show them things as they sleep.
Though their origins mostly remain unexplained some believe the Flumphs came to this planet from another dimension. Their long blue and silver tendril legs and innate anti-gravity powers give rise to the belief they are alien creatures and the very soil of Verra'Talu is poisonous to them making them keep off the ground at all costs. However, it is this very power that has proved invaluable to the inhabitants of the world. While in the air there is less friction. Without friction, these creatures with the right motivation can achieve some alarming speeds.
Although traditionally no smaller than a household pet or stone gnome certain flumphs through the ages have been selectively bred for mounts. The first change was to the eye stalks. the breeders on the golden coast extended the eye stalks to be an inch or two taller. The theory was to give the flumph a few extra seconds to react when moving at speed. Then the size slowly started increasing, to the size of a cat first, then a tavern table and finally reaching the pinnacle. The size of a man. It was at this size the breeders noticed an unusual trait. The Flumph could 'jolt' for want of a better word forward at an insane speed for a few brief seconds but doing so would seriously exhaust the creature.
It's through this selective breeding and the long lifespan of a Flumph that the denizens of Verra'Talu have given rise to an odd sport to pass the time: Flumph Racing. Known by its more official title, The Fantasticly Fierce Race of the Flumphs. It is this competition that really set the bar for breeders. Every year new and ambitious racers take to the outlands of the city of Salova to find the hardiest and quickest Flumph. The races are not merely a test of speed however as each year the competition organizers create grander and grander challenges the Flumphs must overcome. The winner or survivor of these races attracts hardy and healthy prizes that could see a merchant or adventurer retire early.
This year folks, ladies and gentle denizens of Salova, this is a year not to be missed. The flumphs are eagerly taking their starting positions and we can see now the crowd favourite and reinging champion Parel Pegasus tending to his Flumph, Icarus. There's Pandalin, as usual, struggling to reach the saddle...well he is a gnome after all. Ahhh he's helped up by Marko, a strange move but maybe their rivalry has quieted down this year... Nope, Markos kicked Pandalins Flump startling it. Now the race is on, here we go, ladies and gentleman, into the first corner!!"
-Alexandria, Announcer to the yearly races using Thaumaturgy
Capturing a Flumph
Although selectively bred for most of their life a recent FEPA (Flumphs Ethical Protection Association) have persuaded some racers and owners to release the creatures into the wild, giving the Flumphs a chance to return to their true home. For those who are looking for a retired or workable flumph whos days of racing are long past can often find some rare sightings of Flumphs in the wild.
Adventurers around Verra'Talu will often leave a small animal tied to a post outside for the night in hopes of capturing one of these timid creatures. In the twilight, away from the prying eyes of onlookers, the retired Flumphs will be hungry and creep up to the bait. Rather than killing the animal however, the Flumph is said to make prolonged eye contact with the creature. During this contact, the Flumph feeds on the thoughts of the creature absorbing its memories and emotions. This process leaves the creature temporarily stunned and staring off into the distance. the adventurer waiting in a nearby bush or shrub the will jump on top of the beast as the Flumph feeds. Wrestling the mounts eye stalks left and right until the creature is well and truly under control
Ingame Mechanics / Block
Ingame mechanics and block for Larger Flumphs:
Medium aberration, lawful good
Armor Class 12
Hit Points 45
Skills Arcana +4, Survival +4
Damage Vulnerabilities Psychic
Senses Darkvision 60ft., Passive Perception 12
Languages Understands Undercommon but cant speak.
Prone Deficiency. If the flumph is knocked prone, roll 1d6. On an result of 1 or 2, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC10 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.
Tendrils. Melee Weapon Attack: +5 to hit, reach 5ft., One target. Hit: 7 (1d8+3) piercing damage plus 4 (1d6+1) Acid Damage. At the end of each of its turns, the target must make a DC10 Constitution Saving Throw, taking 4 (1d6+1) acid damage on a failure or ending the recurring acid damage on a success.
Dash. As a Bonus Action, the Flumph may dash. If you use the dash action in this manner the creature takes 1d10 damage at the end of the movement.
Not the eye stalks. If the eye stalks are ever pulled violently the Flumph may make one free Tendril attack as a reaction against the creature that pulled the eye stalks. This attack if hit counts as a Critical Hit for the purpose of damage. The creature may only use this reaction once per turn.
The mysterious flumphs drift across Verra'Talu propelled through the air by jets whos sound gives them their name. A flumph glows faintly, reflecting its mood in its colour. Soft pink means it is amused, deep blue is sadness, green expresses jealousy, and crimson is anger.
Flumphs larger cousins are often used as racing steeds throughout Verra'Talu. The best grown ones can often reach speeds well in excess of 7mph
|Pace||1 Minute||1 Hr||Day||Effect|
|Fast||650 ft||7.5mph||60 Mile||- 5 Perception|
|Normal||500 ft||5.5mph||45.5 Miles||-|
|Slow||350 ft||4mph||30 Miles||+5 Perception|
- 2sp per mile of travel
- Uncommon in towns/Cities
Rare in the wild.
As a Bonus Action, the Flumph may dash. If you use the dash action in this manner the creature takes 1d10 damage at the end of its movement.