Flumph (Leader)

Family: Flumph

Small aberration, lawful good

Armor Class 16 (natural armor)
Hit Points 45 (10d6 + 10)
Speed 5 ft., fly 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 12 (+1) 18 (+4) 16 (+3)

Skills Arcana +5, Perception +6, Stealth +6
Damage Resistances acid
Senses darkvision 60 ft., passive Perception 16
Languages
Challenge 4 (1,100 XP)

Special Traits

Actions

  • Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage and 10 (3d6) 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 13 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.

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