Flumph

Small Aberration. CR 1/8, AC 12, 7 HP. Traits: Amphibious, Flumph Light, Telepathic Spy, Tippable.

Armor class
12
Hit points
7
Challenge
0.125
Creature type
Aberration
Size
Small

Stat block

Cha
10
Con
10
Dex
14
Int
14
Str
6
Wis
14
Speed
Fly: 30; Swim: 30; Walk: 5
Senses
darkvision 60 ft., passive Perception 12
Skills
Actions
  • Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) acid damage.
  • Stench Spray (1/Day). Each creature in a 15-foot cone makes a DC 10 Dexterity saving throw. On a failure the creature exudes a horrible stench for 1 hour. While a creature exudes this stench it and any creature within 5 feet of it are poisoned. A creature can remove the stench on itself by bathing during a rest.
Languages
understands Common and Undercommon but can't speak, telepathy 60 ft.
Special abilities
  • Amphibious. The flumph can breathe air and water.
  • Flumph Light. As a bonus action, the flumph can cast dim light for 30 feet, or extinguish its glow. The flumph can change the color of the light it casts at will.
  • Telepathic Spy. The flumph can perceive any telepathic messages sent or received within 60 feet, and can't be surprised by creatures with telepathy. The flumph is also immune to divination and to any effect that would sense its emotions or read its thoughts, except for the Telepathic Spy feature of another flumph.
  • Tippable. If a flumph is knocked prone, it lands upside down and is incapacitated. At the end of each of its turns, it can make a DC 10 Dexterity saving throw, flipping itself over and ending the incapacitated condition on a success.
Damage vulnerabilities
psychic

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.