Flumph, Common

Family: Flumph

Small aberration, lawful good

Armor Class 15 (natural armor)
Hit Points 10 (3d6)
Speed 5 ft., fly 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 11 (+0) 10 (+0) 14 (+2) 10 (+0)

Skills Stealth +7
Damage Resistances acid
Senses darkvision 60 ft., passive Perception 12
Languages
Challenge 1 (200 XP)

Actions

  • Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 3 (1d6) acid damage.
  • Stench Spray (Recharge 5-6). When the flumph unleashes its stench spray, all creatures within a 20-foot radius of it must succeed on a DC 11 Dexterity saving throw or be covered in a disgusting, oily fluid. A covered creature is poisoned for 1d4 hours, and any creature within 5 feet of it is also poisoned. Creatures poisoned in this manner also have disadvantage on Dexterity (Stealth) checks. The fetid flumph musk can only be removed by vigorously bathing in lamp oil or kerosene. The smell wears off once the creature is no longer poisoned.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

This is not the complete license attribution - see the full license for this page