Homebrew Flumph Species Details

Though they resemble jellyfish, flumphs are sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects. Flumphs communicate telepathically. A flumph glows faintly, reflecting its moods in its color. Soft pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger.

Flumph Traits

Your flumph character has the following racial traits.

Creature Type

You are an Aberration.

Size

You are Small.

Speed

Your walking speed is 5 feet.

Darkvision

You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Flight

You have a flying speed equal of 30 feet. You can’t use this flying speed if you’re wearing medium or heavy armor.

Prone Deficiency

If you are knocked prone, roll a die. On an odd result, you lands upside-down and are incapacitated. At the end of each of your turns, you can make a DC 10 Dexterity saving throw, righting yourself and ending the incapacitated condition if you succeed.

Psychic Vulnerability

You are vulnerable to psychic damage.

Stench Spray

You can use your action to spray a foul-smelling liquid in a 15-foot cone. Each creature in the area must succeed on a Dexterity saving throw or be coated by the liquid. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A coated creature exudes a horrible stench for 1 minute. 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 an action to bathe in water, alcohol, or vinegar. Once you use this trait, you can’t do so again until you finish a long rest.

Telepathy

You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Tendrils

Your tendrils are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

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