Flumph

Flumph

Creature 1

Perception +8; darkvision

Languages Aklo, Celestial, Common

Skills Acrobatics +7, Dark Tapestry Lore +8, Diplomacy +7, Stealth +7

Str +0, Dex +4, Con +0, Int +1, Wis +3, Cha +2

AC 17; Fort +5, Ref +9, Will +8

HP 17

Upside Down A flumph that is knocked prone must succeed at a DC 11 flat check or land on its back, rendering it flat-footed and immobilized. An adjacent ally can Interact to right the flumph, removing both conditions.

Speed 5 feet, fly 25 feet

Melee spikes +7 (agile, finesse), Damage 1d4 piercing plus 1d4 persistent acid

Spray Perfume (olfactory) The flumph sprays a 20-foot line of foul-smelling liquid. Each creature caught in the spray must succeed at a DC 16 Fortitude save or become sickened 1 (sickened 2 on a critical failure). The odor from the spray lingers for 1d4 hours on all creatures that failed their saves. The sprayed creatures can be detected by smell at a range of 100 feet, and any creatures adjacent to them take a –2 circumstance penalty to saves against Spray Perfume or to recover from the sickened condition. The flumph can’t use Spray Perfume again for 1d4 rounds.