Monster Manual 5.5e

Strange Ally from a Strange Place

Habitat: Underdark; Treasure: Arcana

Caption

Bizarre creatures with aberrant agendas inhabit the Underdark. Flumphs number among the few that are helpful to strangers.

These tentacled, telepathic creatures jet through the air in short bursts, venting gases with a sound that gives them their name. Rather than speaking, flumphs communicate telepathically and by changing color to reflect their moods.

Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well. Roll on or choose a result from the Flumph Assistance table to inspire what support flumphs provide.

Flumph Assistance
1d6The Flumph Helps By…
1Cooking a meal of Underdark delicacies.
2Performing a psychic song or “smell poem.”
3Recovering and nursing fallen adventurers.
4Revealing the location of helpful magic items.
5Serving as a guide to a foe’s hidden lair.
6Sharing excessive encouragement and praise.

Flumph Colors

A flumph’s extremities change color to reflect its mood. The Flumph Colors and Emotions table summarizes common flumph colors and the human emotions to which they most closely correspond.

Flumph Colors and Emotions

ColorEmotion
Blue, DarkSadness
Blue, LightHappiness
GreenCuriosity
MagentaUnknown*
OrangeConfusion
PinkAmusement
PurpleFear
RedAnger
TealSerenity
YellowExcitement
*Rarely seen; potentially no human equivalent

Statblocks

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Flumph

Small Aberration, Lawful Good

AC 12 Initiative +2 (12)

HP 7 (2d6)

Speed 5 ft., Fly 30 ft. (hover)

STRDEXCONINTWISCHA
61510141411
-2+2+0+2+2+0Mod
-2+2+0+2+2+0Save

Skills Arcana +4, History +4, Religion +4

Vulnerabilities Psychic

Senses Darkvision 60 ft.; Passive Perception 12

Languages Understands Undercommon but can’t speak; telepathy 60 ft.

CR 1/8 (XP 25; PB +2)

Traits

Advanced Telepathy. The flumph perceives the content of any telepathic communication within 60 feet of it.

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Prone Deficiency. 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.

Telepathic Shroud. The flumph’s thoughts can’t be read by any means, and magic can’t detect its location or observe it remotely.

Actions

Tentacle. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Acid damage.

Stench Spray (1/Day). Dexterity Saving Throw: DC 10, one creature the flumph can see within 15 feet. Failure: 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.