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Anyone got a Flumph?
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<blockquote data-quote="HellHound" data-source="post: 779018" data-attributes="member: 3397"><p><strong>Flumph 3e</strong></p><p></p><p>Flumph</p><p>Small Aberration</p><p>Hit Dice: 2d8 (9 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: Fly 20 ft (average)</p><p>AC: 20 (+1 size, +3 Dex, +6 natural)</p><p>Attack: Spikes +4 melee</p><p>Damage: Spikes 1d6 and 1d4 acid</p><p>Face / Reach: 5 ft by 5 ft / 0 ft</p><p>Special Attacks: Acid</p><p>Special Qualities: Nauseating spray, darkvision 60 ft.</p><p>Saves: Fort +0, Ref +3, Will +5</p><p>Abilities: Str 10, Dex 16, Con 11, Int 10, Wis 14, Cha 10</p><p>Skills: Hide +7, Listen +7, Move Silently +7, Search +4, Spot +7</p><p>Feats: Weapon Finesse (spikes)</p><p>Climate / Terrain: Any underground</p><p>Organization: Pair or Colony (4-16)</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Alignment: Lawful Good</p><p>Advancement: 3-6 HD (Small)</p><p></p><p>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.</p><p></p><p>Combat</p><p></p><p>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.</p><p></p><p>A flumph is helpless if turned over (requires a successful grapple check).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Feats: The flumph gains the Weapon Finesse (spikes) feat as a bonus feat.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="HellHound, post: 779018, member: 3397"] [b]Flumph 3e[/b] 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. [/QUOTE]
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