Small aberration, lawful good
- Armor Class
- 12
- Hit Points
- 7 (2d6)
- Speed
- fly 30 ft. (hover), 5 ft., canHover true ft.
- Challenge
- 1/8 (25 XP)
- Skills
- Arcana +4, History +4, Religion +4
- Damage Vulnerabilities
- psychic
- Senses
- Darkvision 60 ft., passive Perception 12
- Languages
- understands Undercommon but can't speak; telepathy 60 ft.
Traits
The flumph perceives the content of any telepathic communication within 60 feet of it.
If the flumph receives the Prone condition, roll a die. On an odd number, it has the Incapacitated condition. At the end of each of its turns, the flumph makes a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success.
The flumph's thoughts can't be read by any means, and magic can't detect its location or observe it remotely.
Actions
Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Acid damage.
dex DC 10, one creature the flumph can see within 15 feet. The target is coated in a foul-smelling liquid, exudes a stench for 1d4 hours, and has the Poisoned condition while the stench lasts. Other creatures have the Poisoned condition while in a 5-foot Emanation originating from the coated target. The target can remove the stench on itself if it bathes during a Short or Long Rest.