Homebrew Flumph Species Details

Flumphs feed by siphoning mental energy from sentient creatures, and they can be found lurking near communities of mind flayers, aboleths, gith, and other communities of Underdark denizens. As passive parasites, they take only the mental energy they need, and most creatures feel no loss or discomfort from such feeding. Consuming psionic energy reveals the thoughts and emotions of the creatures on which the flumph feed. Since so many of those creatures are evil, flumphs are often subjected to thoughts, emotions, and hungers that sicken their pure nature. When flumphs encounter good-hearted adventures, they are eager to share the dark secrets they have learned in the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment.

History

The origin of the flumphs was ultimately a mystery even among flumphs themselves. It was speculated that flumphs were genetically related to grells, due to some physiological similarities such as their hovering and the presence of tentacles. Given the probable genetic ties to the grells most sages agreed that flumphs originated in a different world and came to this one via the same way the grell did.

Society

Flumphs live in complex and organized groups called cloisters, within which each flumph has a place and purpose. These harmonious groupings have no need for leaders since all flumphs contribute in their own way. They were also known for sometimes recruiting isolated mindwitness into their communities. Once a mindwitness was taken in service of the flumphs, it would change its world view accordingly and was no longer an evil creature. If you make a flumph character it is a good idea to make a short history about the cloister on which you came from so your Dungeon Master can perhaps use it later on. Alternatively, you can roll on the table below to see what your cloister was like.

Flumph Traits

The mysterious flumphs drift through the Underdark propelled through the air by the jets whose sound gives them their name.

Ability Score Increase

Increase your wisdom score by two, and your dexterity score by 1, or use the ability score increase rules in Motmm

Creature Type

You are an aberration

Speed

You have a walking speed of 5 feet and a flying speed of 30 feet.

Darkvision

You can see in dim light within 60 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.

Tendrils

Your barbed tendrils are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your dexterity modifier plus 2 acid damage.

Telepathic Shroud

You are immune to any effect that would sense your emotions or read your thoughts, including divination magic.

Prone Defficiency

If you are knocked prone, roll a d4. On an odd result, you land 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.

Psionic Sensitivity

As an action, You can sense the thoughts and feelings of those around you. Choose one creature. You learn a small piece of information about them, such as a part of their history, their stress level, if something is bothering them etc. It is up to the dungeon master to decide. You can use this feature an amount of times equal to your proficiency bonus per short or long rest.

Languages

You can understand common, but cannot speak it, and you have telepathy up to 60 feet.

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