Page 136 - Monster Manual [11th Print]
P. 136

FLUM  H
                      P
             The mysterious ftumphs drift through the Underdark,
             propelled through the air by the jets whose sound gives
             them their name. A ftumph glows faintly, reflecting
             its moods in its color. Soft pink means it is amused,
             deep blue is sadness, green expresses curiosity, and
             crimson is anger.
              Intelligent and W i se. Flumphs communicate
             telepathically. Though they resemble jellyfish, flumphs
             are sentient beings of great intelligence and wisdom,
             possessing advanced knowledge of religion, philosophy,
             mathematics, and countless other subjects.
              Flumphs are sensitive to the emotional states of
             nearby creatures. If a creature's thoughts suggest
             goodness, a flumph seeks that creature out. When
             facing creatures that exude evil, a flumph flees.
              Psionic Siphons. Flumphs feed by siphoning mental
            energy from psionic creatures, and they can be found
             lurking near communities of mind flayers, aboleths,
             githyanki, and githzerai. 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 flumphs feed.
             Since so many of those creatures are evil, ftumphs are
            often subjected to thoughts, emotions, and hungers that
            sicken their pure nature. When ftumphs encounter good­
            hearted adventurers, they eagerly 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.
              Flumph Society .  Flumphs live in complex and
            organized groups called cloisters, within which each
                                                                   '
            ftumph has a place and purpose. These harmonious      ' TRUST  A  FLUMPH.''
            groupings have no need for leaders, since all flumphs   -  x    THE  MvsT1c's  1ST  RULE  O  F    OU .. GEQ•• S "  U RVIVAL
                                                                                         "
            contribute in their own way.
             FLUM PH                                          incapacitated. At the end of each of its turns, the flu mph can
            Small aberration, law f u l good                  make a DC 10 Dexterity saving throw, righting itself and ending
                                                              the incapacitated condition if it succeeds.
            Armor Class  2                                    Telepathic Shroud. The flu mph is immune to any effect that
                      1
             Hit Points 7 (2d6)                               would sense its emotions or read its thoughts, as well as all
            Speed 5 ft., fly 30 ft.                           divination spells.
               STR    DEX    CON     INT    WIS    CHA        ACTI O  N  S
              6 (-2)   1 5   (+2)   10 (+O)   14  (+2)   14 (+2)   11  (+O)
                                                              Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one
                                                              creature. Hit: 4 (ld4 + 2) piercing damage plus 2 (ld4) acid
            Skills Arcana +4,  i story +4, Religion +4
                         H
            Damage Vulnerabilities psychic                    damage. At the end of each of its turns, the target must make
            Senses darkvision 60 ft., passive Perception  2    a  DC 1 0   Constitution saving throw, taking 2 (ld4) acid damage
                                            1
                              U
                    u
            Languages  n derstands  n dercommon but can't speak,   on a failure or ending the recurring acid damage on a success.
              telepathy 60 ft.                                A lesser restoration spell cast on the target also ends the
            Challenge 1/8 (25 XP)                             recurring acid damage.
                                                              Stench Spray (1/Day). Each creature in a 1 5 -foot cone
                                                                                                   1
            Advanced Telepathy. The flumph can perceive the content of   originating from the flu mph must succeed on a DC  0
            any telepathic communication used within 60 feet of it, and it   Dexterity saving throw or be coated in a foul-smelling liquid.
            can't be surprised by creatures with any form of telepathy.   A coated creature exudes a horrible stench for 1 d4 hours. The
                                                              coated creature is poisoned as long as the stench lasts, and
            Prone Deficiency. If the flu mph is knocked prone,  ro l   a die.   other creatures are poisoned while within 5 feet of the coated
                                                 l
            On an odd result, the flumph lands upside-down and is   creature. A creature can  remove the stench on itself by using a
                                                              short rest to bathe in water, alcohol, or vinegar.
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