Homebrew Flumph Species Details

A flying jellyfish

Flumph Traits

You're some wack flying jellyfish thing

Advanced telepathy

you can perceive the content of any telepathic communication used within 60 feet of you, and you can't be surprised by creatures with any form of telepathy.

Telepathic shroud

you are immune to any effect that would sense your emotions or read your thoughts, as well as all divination spells.

Prone deficiency

If you are knocked prone, roll a die. 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.

Tendrils

You are proficient with your unarmed strikes, which deal 1d4 slashing damage plus 1d4 acid damage on a hit. At the end of each of its turns, the target must make Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A lesser restoration spell cast on the target also ends the recurring acid damage.

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.

Psionic Siphon

While resting within telepathic range of a sentient creature you may siphon off their mental energy. You require a full uninterrupted hour to do this and when complete you are considered to be fed for the next 24 hours, the affected creature is not aware of you doing this and receives no side effects of being siphoned off. However, when you completed this siphoning you may feel the emotions and thoughts that creature had when you fed off it. Roll a d4, on an even result you learn, a small piece of information maybe pertaining to their backstory, their current emotional state, something that is bothering them, a particular fear they have, something they desire or a certain goal they wish to achieve. The choice is up to your Dungeon Master.

Ability Score Increase

Your Strength score decreases by 2 and your Dex, int and wis increase by 1.

Age

Adult at 20, live to 350.

Alignment

almost always good, mostly lawful.

Size

you are around 4ft tall and weight around 10-15 pounds.

Speed

Your base walking speed is 5 feet, you have a flying speed of 30ft.

Stench spray

Each creature in a 15-foot cone originating from the flumph must succeed on a Dexterity saving throw or be coated in a foul-smelling liquid. The DC for this save is equal to 8 + your proficiency bonus + your Constitution modifier. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 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. One you've used this feature, you can use it again until you've finished a short rest 

Damage vulnerability

While your psionic sensitivity grants you abilities most wouldn't have, it also causes you to be weak to the psionic abilities. You are vulnerable to psychic damage

Languages

you can understand undercommon but cannot speak it, and have telepathy with a range of 60ft.

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