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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