Flumph

Small Aberration, Lawful Good
MM'24

AC 12

HP 7 (2d6)

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

STR

6 (-2)

Save -2

DEX

15 (+2)

Save +2

CON

10 (+0)

Save +0

INT

14 (+2)

Save +2

WIS

14 (+2)

Save +2

CHA

11 (+0)

Save +0

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

Traits

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

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 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). dex 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.