Advanced Telepathy. Urth can perceieve the content of any telepathic communication used within 60 feet of him, and he can't be surprised by creatures with any form of telepathy.
Prone Deficiency. If Urth is knocked prone, roll a die. On an odd result, Urth lands upside down and is incapacitated. At the end of each of his turns, Urth can make a DC10 Dexterity saving throw, righting himself and ending the incaoacitated condition if he succeeds
Telepathic Shroud. Urth is immune to any effect that would sense his emotions or read his thoughts, as well as divination spells.
Tendrils. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 2) piercing damage plus 4 (1d6) acid damage. At the end of each of its turns, the target must make a DC 12 Constitution saving throw, taking 4 (1d6) 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 reccurring acid damage.
Stench Spray (1/Day). Each creature in a 15-foot coneoriginating from Urth 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, taking 1 (1d4 - 1) poison damage every round, 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, alchohol, or vinegar.
Description
A flumph named Urth.
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