| Mod | Save | ||
|---|---|---|---|
| STR | 6 | -2 | -2 |
| DEX | 15 | +2 | +2 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 21 | +5 | +9 |
| WIS | 22 | +6 | +10 |
| CHA | 17 | +3 | +3 |
Advanced Telepathy. Xol can perceive the content of any telepathic communication used within 60 feet of it (as if hearing a spoken conversation), and it can’t be surprised by creatures with any form of telepathy. It does not need to understand the language used to understand the content of the message.
Prone Deficiency. If (somehow) 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. It cannot be skryed upon, nor can anyone who stands within 20 feet of it.
Tendrils. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage plus 4 (2d4) acid damage. At the end of each of its turns, the target must make a DC 10 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 (2/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 14 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 3d4 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. Should the flumph perish under the attack of a melee weapon, it will explode and cause this effect.
Mind Touch. In response to any mental, psionic, or emotional attack, Xol will respond with a touch to the offender's mind. Intelligence Saving Throw: DC 15, Failure: 31 (6d8 + 4) Psychic damage, and the target has the stunned condition until the end of Xol's next turn. Success: Half damage only and no stunned condition.
Description
A flumph's body is shaped like a flat saucer with a diameter of 2 feet, slightly larger than a human from shoulder to shoulder, and between 4 to 6 inches thick at their center. The thickness tapers to about 2 to 3 inches at the edge of the saucer. Their bodies are hollow, with a small circular hole at the center of their topside. They have a pair of 6‑inch-long eyestalks on either side of the central hole, as well as numerous tentacles and small spikes that grew from the underside.
Flumphs float about 4 to 6 inches above the ground by means of an innate anti-gravity field, and moved by using air jets as propulsion. The air circulated through the flumph's body by entering in the central upper cavity and exiting from small holes in its underside and from apertures along the rim of its body. In fact, they were named after the characteristic whistling sound made by these jets, which can only be heard in quiet areas and produced a gentle breeze. Their more peripheral tentacles are very dexterous and is capable of manipulating small objects.
Common flumphs are white, while monastic flumphs are pale yellow or green, with tentacles ending in darker shades. Flumphs also glow faintly in different colors depending on their mood.
Known for their goodness and kindness, one will occasionally be seduced by the dark side to become chaotic creatures of self interest.







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