Page 136 - D&D Bestiary
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FLU MPH
          The mysterious flumphs drift through the Underdark,
          propelled through the air by the jets whose sound gives
          them their name. A flumph 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.
            lnteJJigent and Wise. 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, flumphs are
          often subjected to thoughts, emotions, and hungers that
          sicken their pure nature. When flumphs 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 rn.eans they must
          seek out new sources of nourishment.
            Flumph Society. Flumphs live in complex and
          organized groups called cloisters, within which each
          flumph has a place and purpose. These harmonious      '' TRUST  A  FLUMPH."
          groupings have no need for leaders, since all flumphs   -X THE  MYSTic's 1ST  RULE  OF  DUNGEON  SURVIVAL
          contribute in their own way.

          F LUMPH                                           incapacitated. At the end of each of its turns, the flu mph can
          Small aberration, lawful good                     make a DC 10  Dexterity saving throw,  righting itself and ending
                                                            the incapacitated condition if it succeeds.
          Armor Class 12                                    Telepathic Shroud. The flu mph is immune to any effect that
          Hit Points 7 (2d6)                                would sense its emotions or read its thoughts, as well as all
          Speed 5 ft. , fly  30ft.                          divination spells.

            STR     DEX    CON     INT    WIS    CHA        ACTIONS
            6 (-2)   15  (+2)   10  (+0)   14 (+2)   14 (+2)   11  (+0)
                                                            Tendrils.  Melee Weapon Attack: +4 to hit,  reach 5 ft.,  one
                                                            creature. Hit: 4 (1d4 + 2)  piercing damage plus 2 (1d4)  acid
          Skills Arcana +4,  History +4,  Religion +4
          Damage Vulnerabilities psychic                    damage. At the end of each of its turns, the target must make
                                                            a DC 10 Constitution saving throw, taking 2 (1d4)  acid damage
          Senses darkvision 60ft., passive Perception 12
          Languages understands Undercommon but can't speak,   on a failure or ending the recurring acid damage on a success.
           telepathy 60ft.                                  A lesser restoration spell cast on the target also ends the
          Challenge 1/8 (25 XP)                             recurring acid damage.
                                                            Stench Spray (1jDay).  Each creature in  a 15-foot cone
          Advanced Telepathy. The flumph can perceive the content of   originating from the flumph  must succeed on a DC 10
          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 1d4 hours. The
                                                            coated creature is  poisoned as long as the stench lasts, and
          Prone Deficiency. If the flumph  is  knocked  prone, roll  a die.
                                                            other creatures are poisoned while within  5 feet of the coated
          On an odd result, the flu mph 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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