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. 

Flumph Traits

Darkvision

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 can’t discern color in darkness, only shades of gray.

 

Advanced Telepathy

You can communicate telepathically with any creature that knows a language within 60ft. The Flumph perceives the content of any telepathic communication within 60ft of it. 

Exposed Mind

You are vulnerable to Psychic Damage. 

 

Flight

You have a flying speed of 30 feet, and can hover. To use this speed, you can’t be wearing medium or heavy armor

 

Prone Deficiency

If the flumph receives the Prone condition, roll a die. On an odd number, it has the Incapacitated condition. At the end of each of its turns, the flumph makes a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success. 

Stench Spray

Dexterity Saving Throw: DC 10, one creature the flumph can see within 15 feet. Failure: The target is coated in a foul-smelling liquid, exudes a stench for 1d4 hours, and has the Poisoned condition while the stench lasts. Other creatures have the Poisoned condition while in a 5-foot Emanation originating from the coated target. The target can remove the stench on itself if it bathes during a Short or Long Rest. 

Telepathic Shroud

The flumph's thoughts can't be read by any means, and magic can't detect its location or observe it remotely.

Tentacle

Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4+2) Acid damage.

Proficiency

Proficient in Arcana, History and Religion

Natural Armour Class

AC: 12

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