Small Undead, Chaotic Evil
Armor Class 12
Hit Points 45 (13d6)
Speed 0 ft., fly 40 ft. (hover)
STR
6 (-2)
DEX
15 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
17 (+3)
Skills Arcana +4, History +4, Religion +4
Damage Vulnerabilities Psychic
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Telepathy 60ft., Undercommon (understands but can't speak)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Advanced Telepathy. The plimphf 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.

Ethereal Sight. The plimphf can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The plimphf can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Telepathic Shroud. The plimphf is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Actions

Etherealness. The plimphf enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can only affect, or be affected by, telepathy on the other plane.

Psychic Assault. Each non-undead creature within 60 feet of the plimphf that can see it must succeed on a DC 13 Charisma saving throw or lose 5 (2d4) Charisma points. This Charisma loss can be reversed with a greater restoration spell.

Psychic Domination (Recharge 6). One humanoid that the plimphf can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be  charmed by the plimphf.

While the target is  charmed, the plimphf can use its telepathy to control the creature. The plimphf can issue commands to the creature while the plimphf is conscious (no action required), and the creature does its best to obey. The plimphf can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from the plimphf, it defends and preserves itself to the best of its ability.

The plimphf can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Withering Tendrils. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) necrotic damage plus 3 (1d6) psychic damage. At the end of each of its turns, the target must make a DC 13 Charisma saving throw, taking 3 (1d6) psychic damage on a failure or ending the recurring psychic damage on a success.

Description

This sad creature is the tragic result of a flumph that has been subjected to such agonising psychic trauma, either directly or through their telepathic sense, that it has not only anguished them so much as to kill them, but it has also tortured and twisted their normally pure souls toward evil.

Their corrupted spirit lingers near the site of their doom, waylaying good and evil creatures alike and seeking to consume their psychic energy with a gross and unnatural hunger. Such is their psychic torment that even if they are destroyed, they will reform in the following days to haunt the location forevermore.

It is said that the only true way to help the plimphf move on from the agony of their death, is to right whatever wrong caused them to become so traumatised in the first place. Unfortunately, a plimphf is rarely cognisant or sane enough to tell the story of their woe.

Monster Tags: undead

Habitat: Underdark

AKADDK

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