Small aberration, lawful good

6 (-2)15 (+2)10 (+0)14 (+2)14 (+2)11 (+0)

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 {@condition prone}, roll a die. On an odd result, the flumph lands upside-down and is {@condition incapacitated}. At the end of each of its turns, the flumph can make a {@dc 10} Dexterity saving throw, righting itself and ending the {@condition incapacitated} condition if it succeeds.

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


Tendrils. {@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 2 ({@damage 1d4}) acid damage. At the end of each of its turns, the target must make a {@dc 10} Constitution saving throw, taking 2 ({@damage 1d4}) acid damage on a failure or ending the recurring acid damage on a success. A {@spell lesser restoration} spell cast on the target also ends the recurring acid damage.

Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a {@dc 10} Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for {@dice 1d4} hours. The coated creature is {@condition poisoned} as long as the stench lasts, and other creatures are {@condition poisoned} while with in 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.