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Flumph

Small · Aberration · CR 1/8 · Chaotic Evil

Armor Class
12
Hit Points and Hit Dice
7 (2d6)
Challenge Rating CR
1/8

Ability Scores

Core attributes and their modifiers.

STR
6
-2
DEX
14
+2
CON
10
+0
INT
14
+2
WIS
14
+2
CHA
10
+0

Overview

Category Monsters
Size Small
Type Aberration
Alignment Chaotic Evil
XP 25
Initiative Bonus +2

Movement

Walk 5 ft (1.5 m)
Fly 30 ft (9.1 m)
Swim 30 ft (9.1 m)
Climb 2 ft (0.6 m)
Crawl 2 ft (0.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 12

Languages

understands Common and Undercommon but can't speak, telepathy 60.0 ft (18.3 m).

Resistances & Immunities

Damage Vulnerabilities
psychic

Traits

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.

Actions

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.

Tendrils

+4 to hit, reach 5 ft (1.5 m).

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) acid damage.

About Flumph

Flumph is a small aberration with a Challenge Rating of 1/8. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 7 hit points (derived from 2d6).

Flumph has communication capabilities including understands Common and Undercommon but can't speak, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Flumph

3 tips available

When using Flumph in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Flumph

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 14 XP
  • Hard: 21 XP
  • Deadly: 28 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Flumph?
Flumph has a Challenge Rating of 1/8, making it appropriate for parties of level 0.125.
What type of creature is Flumph?
Flumph is a Small Aberration, which affects how certain spells and abilities interact with it.
What languages does Flumph speak?
Flumph can communicate in understands Common and Undercommon but can't speak, telepathy 60 ft..

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