Teleport. When Wally get to 1 hp. he teleports back to safety (Thomas room)
Advanced Telepathy. The flumph 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.
Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, 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.
Extra saves: +2 op alle saving throw
Handy: Wally can use magic items, items and potions.
Spell:
Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4 + 2 piercing damage plus 3d4acid damage. At the end of each of its turns, the target must make a DC 15 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 (3/Day). Each creature in a 25-foot cone originating from the flumph must succeed on a DC 15 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours and gets 2d4 poison damage. 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 water, alcohol, or vinegar.
Description
Wally, a flumph came to the moederbos, where little thomas found him. Altough they can't communicate to each other. they became best friends very fast. Now they travel togheter and make music togheter.
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