Homebrew Flumph Species Details

Bizarre creatures with aberrant agendas inhabit the Underdark. Flumphs number among the few that are helpful to strangers.

These tentacled, telepathic creatures jet through the air in short bursts, venting gases with a sound that gives them their name. Rather than speaking, flumphs communicate telepathically and by changing color to reflect their moods.

Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well.


Flumph Colors

A flumph’s extremities change color to reflect its mood. The Flumph Colors and Emotions table summarizes common flumph colors and the human emotions to which they most closely correspond.

Flumph Colors and Emotions

Color Emotion
Blue, Dark Sadness
Blue, Light Happiness
Green Curiosity
Magenta Unknown*
Orange Confusion
Pink Amusement
Purple Fear
Red Anger
Teal Serenity
Yellow Excitement

*Rarely seen; potentially no human equivalent

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player's Handbook, and choose the row in the table that best represents the build you imagine for your character.

Flumph Traits

As a Flumph, you have these special traits.

Creature Type

You are an Aberration.

Size

You are Small (about 3–4 feet tall).

Speed

Your Speed is 10 ft.

Flight

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

Psychic Sensitivity

You have Disadvantage on saving throws against being Charmed or Frightened.

Darkvision

You have Darkvision with a range of 60 feet.

Squishy Cephalopod Body

As a Flumph, your Strength score is decreased by 4. Furthermore, you can wear only armor custom-made to fit you. Such armor must be crafted by a skilled armorer (e.g., a master blacksmith) and is typically rare and expensive.

Advanced Telepathy

Without the assistance of magic, you can’t speak the non-flumph languages you know. Instead, you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 60 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 60 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).

In addition, you can cast detect thoughts a number of times equal to your proficiency bonus without expending a spell slot or providing spell components. You regain all expended uses when you finish a long rest. When you cast the spell using this trait, it is cast at its base level and requires concentration as normal. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for this spell.

This trait does not allow you to perceive telepathic communication not directed at you.

Prone Deficiency

If you receive the Prone condition, roll a die. On an odd number, you have the Incapacitated condition. At the end of each of your turns, make a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success.

Telepathic Shroud

Your thoughts can’t be read by any means, and magic can’t detect your location or observe it remotely.

Tentacle

You have barb-like tentacles that you can use to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Dexterity modifier acid damage, instead of the bludgeoning damage normal for an unarmed strike.

Stench Spray

When you take the Attack action on your turn, you can replace one of your attacks with the ability to expel a foul-smelling liquid toward a creature you can see within 15 feet of you. The target must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, the creature is coated in the expelled liquid, which exudes a powerful stench for 1 minute and causes 1d4 Poison Damage to the target. While the stench lasts, the creature has the Poisoned condition. The stench emanating from the targeted creature causes any other creature that ends its turn within a 5-foot radius of the target to become Poisoned as well. The secondary poison condition lasts until that creature ends their turn more than 5 feet away from the targeted creature, as long as the liquid remains on the target, exuding the stench. The target can remove the stench on itself by bathing during a Short or Long Rest.

You can use this Stench Spray once a day, and you regain all expended uses when you finish a Long Rest.

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