Monster Manual 5E

(Nancy Kaufman) #1

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 me ntal 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. Whe n 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
groupings have no need for leaders, since all flumphs
contribute in their own way.


FLUMPH
Small aberration, lawful good


Armor Class 12
Hit Points 7 (2d6)
Speed 5 ft. , fly 30ft.


STR
6 (-2)

DEX
15 (+2)

CON
10 (+0)

INT
14 (+2)

Skills Arcana +4, History +4, Religion +4
Damage Vulnerabilities psychic


WIS
14 (+2)

CHA
11 (+0)

Senses darkvision 60ft., passive Perception 12
Languages understands Undercommon but can't s peak,
telepathy 60ft.
Challenge 1/8 (25 XP)


Advanced Telepathy. The flumph can perceive the content of
any telepathic communication used within 60 feet of it, and it
can't be surprised by creatures with any form of telepathy.


Prone Deficiency. If the flumph is knocked prone, roll a die.
On an odd result, the flu mph lands upside-down and is


''TRUST A FLUMPH."
-X THE MYSTic's 1ST RULE OF DUNGEON SURVIVAL

incapacitated. At the end of each of its turns, the flu mph can
make a DC 10 Dexterity saving throw, righting itself and e nding
the incapacitated condition if it succeeds.

Telepathic Shroud. The flu mph is immune to any effect that
would sense its emotions or read its thoughts, as well as all
divination spells.

ACTIONS
Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid
damage. At the end of each of its turns, the target must make
a DC 10 Constitution saving throw, taking 2 (1d4) acid damage
on a failure or ending the recurring acid damage on a success.
A lesser restoration spell cast on the target also ends the
recurring acid damage.
Stench Spray (1jDay). Each creature in a 15 -foot cone
originating from the flumph must s ucceed on a DC 10
Dexterity saving throw or be coated in a foul-smelling liquid.
A coated creature exudes a horrible stench for 1d4 hours. The
coated creature is poisoned as long as the stench lasts, and
other creatures are poisoned while within 5 feet of the coated
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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