Small Aberration (Paladin), Typically Lawful Good
Armor Class 19 (half plate, shield)
Hit Points 72 (16d6 + 16)
Speed 5 ft., Fly 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws WIS +6, CHA +7
Skills Arcana +5, History +5, Medicine +6, Persuasion +7, Religion +5
Damage Vulnerabilities Psychic
Damage Resistances Radiant
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Telepathy 60 ft., understands Celestial, Common, and Undercommon but cannot speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Magic Resistance. The flumph has advantage on saving throws against spells and other magical effects.

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.

Actions

Multiattack. The flumph makes two Shortsword or Tendrils attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) radiant damage.

Tendrils. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) acid damage. At the end of each of its turns, the target must make a DC 12 Constitution saving throw, taking 9 (2d8) 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.

Healing Touch (2/Day). The flumph touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Spellcasting. The flumph casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):

3/day each: protection from evil and good, zone of truth
1/day each: beacon of hope, crusader's mantle

Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 12 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. 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.

Previous Versions

Name Date Modified Views Adds Version Actions
10/21/2019 10:56:37 PM
141
6
1
Coming Soon
10/21/2019 11:35:14 PM
90
0
1
Coming Soon
5/3/2021 8:24:46 PM
182
8
1
Coming Soon
5/5/2021 1:06:44 AM
176
0
1
Coming Soon
6/1/2021 3:02:54 AM
179
0
1
Coming Soon
6/2/2021 10:27:12 PM
180
0
1.0
Coming Soon
6/2/2021 10:29:10 PM
181
0
1.0
Coming Soon
6/6/2021 6:29:18 PM
183
0
1.0
Coming Soon
2/12/2022 7:14:54 AM
193
1
1.1
Coming Soon
2/12/2022 7:18:51 AM
195
0
1.0
Coming Soon
2/13/2022 5:43:49 AM
195
0
1.1
Coming Soon
2/13/2022 5:51:38 AM
195
0
1.1
Coming Soon
2/20/2022 1:18:40 PM
195
0
1.1
Coming Soon
2/24/2022 9:47:56 AM
195
0
1.1
Coming Soon
2/24/2022 6:25:50 PM
196
0
1.1
Coming Soon
7/4/2022 10:34:05 PM
198
2
1.1
Coming Soon

Monster Tags: NPCabberation

Habitat: Underdark

Gnomarchy

Comments

Posts Quoted:
Reply
Clear All Quotes