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Flumph Master Hunter

Small aberration, lawful good

Armor Class 17 (natural armor)
Hit Points 82 (15d6 + 30)
Speed 5 ft., fly 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 15 (+2) 12 (+1) 14 (+2) 8 (–1)

Skills Perception +6, Stealth +7, Survival +6
Damage Resistances acid
Senses darkvision 60 ft., passive Perception 16
Languages
Challenge 4 (1,100 XP)

Special Traits

    • Keen Hearing and Sight. The flumph has advantage on Wisdom (Perception) checks that rely on hearing or sight.
    • Spellcasting. The flumph is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells:

Actions

      • Multiattack. The flumph makes two stinging dart attacks.
      • Stinging Dart. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., or range 60 ft., one target. Hit: 8 (1d6 + 5) 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.