Homebrew Flumph Species Details
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.
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 mindwitnesses 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.
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
Your Dexterity score increases by 2 and your Wisdom and Intelligence scores increase by 1.
Age
Although flumphs reach physical maturity at about the same age as humans, the flumph understanding of adulthood goes beyond physical growth to encompass worldly knowledge. A Flumph typically claims adulthood around the age of 20 and can live to be 350 years old.
Advanced Telepathy
You can communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once. In addition, you can perceive the content of any telepathic communication used within 60 feet of you, and you cannot be surprised by creatures with any form of telepathy.
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.
Knowledgeable
You are proficient in either the Arcana, History, or Religion skill.
Prone Deficiency
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
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.
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.
Telepathic Shroud
You are immune to any effect that would sense your emotions or read your thoughts, as well as all divination spells.
Languages
You can understand Undercommon but can't speak it. You have telepathy within 60 feet.
Aberrant Biology
Your creature type is aberration.
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