Anyone got a Flumph?

HellHound

ENnies winner and NOT Scrappy Doo
So... anyone have any flumph illustrations or even flumph-esque squiggles I could perhaps con them into licensing us pro-bono for use in "Son of a Portable Hole Full of Beer"?

Here is one that is QUITE copyrighted that someone sent me in email, which obviously I can't use (it's the image from the Tome of Horrors, drawn by the talented Mr Pozas.)
 

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All I remember about the Flumph is that it's some very rare, Lawful Good creature in the 1e Fiend Folio.

I don't think it really did anything.
 
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The 1E stats:

Flumph Common Monastic

Climate/Terrain: Any Any
Frequency: Rare Very Rare
Organization: Solitary Monastic
Activity Cycle: Night Night
Diet: Carnivore Carnivore
Intelligence: Average (8-10) High (13-14)
Treasure: Nil Nil
Alignment: Lawful Good Lawful Good
__________________________________________________
Number Appearing: 2-16 4-32
Armor Class: 0 (underside 8) 0 (underside 8)
Movement: Fl 6 (D) Fl 6 (D)
Hit Dice: 2 2-5
THACO: 19 2 HD: 19
3-4 HD: 17
5 HD: 15
Number of Attacks: 1 1
Damage Per Attack: 1d8 1d6
Special Attacks: Acid Acid
Special Defenses: Foul Smell Foul Smell, spells
Magic Resistance: Nil Nil
Size: T (2' dia) T (2' dia)
Morale: Elite (13-14) Elite 13-14)
Experience Value: 270 Monk: 650
Prior: 975 or 1,400
Abbot: 3,000


Description:

Flumphs resemble aerial jellyfish. These odd creatures are round and almost flat, perhaps three
or four inches thick in the center, tapering to one or two inches near the edge. The body is
mostly hollow, much like a large cushion. A round orifice sits in the center of the upper
surface, flanked by two eyestalks, each about six inches long. Several short tentacles hang from
the creature's underside, concealing a mass of small spikes. The tentacles closest to the
flumph's rim can be used for fine manipulation of small objects. A common flumph is pure white
in color; a monastic flumph is generally a pale yellow or green, with darker tentacles.
A flumph flies by taking in air through the hole on its upper surface, and expelling it through
several small holes on its underside. The creature also has several small apertures along its
equator, for use in maneuvering. It usually hovers about four to six inches above the ground.
Keeping its body aloft does not require great amounts of air. It creates a gentle breeze, and a
slight whistling sound can be heard in a quiet area.
Common flumphs cannot communicate vocally, but have a unique sign language that makes use of
their tentacles and eyestalks. Some monastic flumphs, perhaps 10%, can speak and understand
common or another language.

Combat: The flumph survives by hunting small creatures, such as rats, lizards, frogs, and the
like. The flumph hovers along just above the ground, or hangs motionless in reeds or similar
concealment. When it finds a small creature, it rises a foot or two, then drops onto its prey,
its spikes inflicting 1d8 points of damage on a successful attack. In addition, the flumph's
tentacles secrete digestive acids into the wounds; the acid causes an additional 1d4 points of
damage each round for the next 2d4 rounds. Once the prey is dead, the flumph settles on it and
absorbs nutrients through its tentacles. Flumphs often need to pursue their healthier prey for
a short distance before the victim dies. The acid can be washed away by complete immersion in a
fast-moving stream, or by actively washing with 2d4 gallons of water (simple immersion or
rinsing will not work).
If threatened by a large creature, the flumph usually attempts to drive it away by squirting a
foul-smelling liquid from an orifice on its equator, in the front. This can strike anyone in a
60 degree arc before the flumph, within a range of 20 feet. Any creature struck by the noxious
liquid must make a successful saving throw vs. poison or become nauseated, reeling and unable to
attack for 2-5 rounds. The odor lingers for 1d4 hours, and can be detected up to 100 feet away.
If this method of repulsion fails, the flumph can rise to a height of 10 feet and drop onto an
opponent, as if hunting.
A flumph is helpless if turned over.

Habitat/Society: The common flumph is a nomadic hunter, intelligent, good-aligned, and peaceful.
A flumph reproduces about every two years by budding, producing 1d8 tiny flumphs on its
underside. These become independant after about three months when they reach two inches in
diameter. They grow to adult size within a month, and live for 20 years.

Ecology: Flumphs are predators low on the food chain, feeding on smaller creatures and clearing
their area of vermin. Flumph flesh has a foul taste, and they are generally considered
unpalatable, though ogres and some gobliniods will eat them.

Monastic Flumph: The seldom-seen monastic flumphs are more advanced creatures that can cast
spells as if they were clerics of levels equal to their Hit Dice. They gather in cloisters to
share knowledge and to worship deities unknown to humaniods. A cloister is usually in a large
cavern or (in swamps and grasslands) a large, nest-like bower constructed of grass and mud. The
inside of a cloister is decorated with fine, colorful paintings, made by flumphs dabbing natural
pigments with their tentacles. The paintings are usually abstract, showing spirals and other
curved lines, though some are vaguely representational of flumphs engaged in hunting.
Each cloister is led by an "abbot", a flumph with 5 HD. The "prior" has 3 or 4 HD. The
remainder of the flumphs are "monks", each with 2 HD. On occasion, a small group of common
flumphs can be found near a cloister, bringing food as an offering in return for healing or
guidance.
 

Flumph 3e

Flumph
Small Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +3 (Dex)
Speed: Fly 20 ft (average)
AC: 20 (+1 size, +3 Dex, +6 natural)
Attack: Spikes +4 melee
Damage: Spikes 1d6 and 1d4 acid
Face / Reach: 5 ft by 5 ft / 0 ft
Special Attacks: Acid
Special Qualities: Nauseating spray, darkvision 60 ft.
Saves: Fort +0, Ref +3, Will +5
Abilities: Str 10, Dex 16, Con 11, Int 10, Wis 14, Cha 10
Skills: Hide +7, Listen +7, Move Silently +7, Search +4, Spot +7
Feats: Weapon Finesse (spikes)
Climate / Terrain: Any underground
Organization: Pair or Colony (4-16)
Challenge Rating: 1
Treasure: None
Alignment: Lawful Good
Advancement: 3-6 HD (Small)

Flumphs are small, very strange creatures that spend their days floating along looking for food and water. They are non-offensive and only attack when actively hunting for food. Flumphs prefer the darkness of the underground and are rarely, if ever, encountered above ground. The flumph appears as a saucer-shaped jellyfish with many small spike-like tentacles dangling form its underbelly. Its body is about 2 feet in diameter and milky white in color. Two short eyestalks protrude from the top of its body. The flumph’s eyestalks protrude from the top of its body. The flumph’s eyestalks are gray, its eyes are black and its tentacles are dark gray.

Combat

The flumph spends most of its time hunting small animals and vermin, which it kills and devours by dropping on them and piercing them with its acidic spikes. If threatened by a creature larger than itself, it fires its nauseating spray in an attempt to repel its attackers. If this attack fails, the flumph rises above its foes and drops at them, attacking with its spikes.

A flumph is helpless if turned over (requires a successful grapple check).

Acid (Ex): A flumph that hits an opponent with its spikes injects acid into the wound, dealing 1d4 points of damage. The acid damage continues for the next 2d4 rounds. Immersion in running water or cleansing the wound for two full rounds stops the acid damage.

Nauseating Spray (Ex): Line, 1 foot wide, 1 foot high, and 20 feet long, once every 1d4 rounds; nauseated for 1d4 rounds, Fortitude save (DC 11) negates. Once the save is made, that creature is immune to the effects of that flumph’s spray for one day. The odor from this spray lingers in the area (and on any creature hit) for 1d5 hours and can be detected at a range of 100 feet. Creatures that come within 100 feet of an affected area or creature during this time must succeed at a Fortitude save (DC 11) or become nauseated for 1d4 rounds.

Feats: The flumph gains the Weapon Finesse (spikes) feat as a bonus feat.

Section 15: Flumph from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Ian McDowell and Douglas Naismith.
 



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