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Legend
With Out of the Abyss around the corner, I thought I'd share a little thing from my nascent Underdark campaign...
Flumph, Corrupted
Some flumph fall from the path of enlightened discipline and goodness. This may occur due to the dominating presence of a mighty aboleth, a cabal of mind flayers, or even a demon lord like Zuggtmoy or Jubilex. Rarely, one of the elusive monastic flumph known as “abbots” will succumb to wicked urges or wicked telepathic thoughts it has overheard over the years, and with it an entire Underdark monastery of flumphs will turn toward dark arts. Such flumph are still innately communal creatures that seek to gather knowledge of the world, yet they are driven to use their great wisdom towards terrible purpose.
Corrupted flumph appear as raggedy flumph with cruel eyes and more opaque colorations in shades of blood red, ghoulish purple, and pustulant green. Their tentacles also appear longer, more hideous, and form into a tangled overgrown mass.
Mechanics inspired by 4e’s Fell Taints from the “Creature Incarnations - Fell Taint” article by N. Eric Heath in DRAGON 376.



Flumph, Corrupted
Small aberration, lawful evil
Armor Class 12
Hit Points 7 (2d6)
Speed 5 ft. , fly 30ft.
STR 6 (-2)
DEX 15 (+2)
CON 10 (+0)
INT 14 (+2)
WIS 14 (+2)
CHA 11 (+0)
Skills Arcana +4, History +4, Religion +4
Damage Vulnerabilities psychic, radiant
Senses darkvision 60ft., passive Perception 12
Languages understands Undercommon but can't speak, telepathy 60ft.
Challenge 1/8 (25 XP)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.
Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
ACTIONS
Tendrils. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Fell Feeding. The flumph attaches itself to an incapacitated or unconscious sentient creature. Until the end of its next turn the flumph cannot move or act. If the flumph is not killed or unattached from the creature by then, the creature dies and the flumph regains all its hit points.
Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Flumph, Corrupted Prior
Small aberration, lawful evil
Armor Class 12
Hit Points 17 (5d6)
Speed 5 ft. , fly 30ft.
STR 6 (-2)
DEX 15 (+2)
CON 10 (+0)
INT 14 (+2)
WIS 16 (+3)
CHA 11 (+0)
Skills Arcana +4, History +4, Religion +4
Damage Vulnerabilities psychic, radiant
Senses darkvision 60ft., passive Perception 13
Languages understands Undercommon but can't speak, telepathy 60ft.
Challenge 1/2 (100 XP)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.
Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
Spellcasting (psionics). The flumph is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared, requiring no material components:
Cantrips (at-will): resistance, spare the dying, thaumaturgy
1st level (4 slots): bless, command, detect evil and good, protection from evil and good
2nd level (2 slots): hold person, warding bond (abbot flumph only)
Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
ACTIONS
Multiattack. The flumph makes two tendrils attacks.
Tendrils. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 4 (1d4+ 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Fell Feeding. The flumph attaches itself to an incapacitated or unconscious creature. Until the end of its next turn the flumph cannot move or act. If the flumph is not killed or unattached from the creature by then, the creature dies and the flumph regains hit points equal to half the creature’s maximum hit points.
Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Flumph, Corrupted Abbot
Medium aberration, lawful evil
Armor Class 12 (14 with shield of faith)
Hit Points 44 (8d8+8)
Speed 5 ft. , fly 30ft.
STR 8 (-1)
DEX 14 (+2)
CON 12 (+1)
INT 16 (+3)
WIS 18 (+4)
CHA 13 (+1)
Skills Arcana +5, History +5, Religion +5
Damage Vulnerabilities psychic, radiant
Senses darkvision 60ft., passive Perception 14
Languages understands Undercommon but can't speak, telepathy 100ft.
Challenge 2 (450 XP)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.
Thought Eating Aura. A poisonous foul-smelling haze surrounds the flumph within 5 feet. Any creature starting or ending their turn in the haze is poisoned while within 5 feet of the flumph and while poisoned their thoughts can be read by the flumph.
Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
Spellcasting (psionics). The flumph is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared, requiring no material components:
Cantrips (at-will): resistance, shield of faith, spare the dying, thaumaturgy
1st level (4 slots): command, detect evil and good, inflict wounds, protection from evil and good
2nd level (3 slots): calm emotions, hold person, silence
3rd level (2 slots): revivify, sending
Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
ACTIONS
Multiattack. The flumph makes three shocking tendrils attacks.
Shocking Tendrils. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) lightning damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 3 (1d6) lightning damage on a failure or ending the recurring lightning damage on a success. A lesser restoration spell cast on the target also ends the recurring lightning damage.
Fell Feeding. The flumph attaches itself to an incapacitated or unconscious creature. Until the end of its next turn the flumph cannot move or act. If the flumph is not killed or unattached from the creature by then, the creature dies and the flumph regains hit points equal to half the creature’s maximum hit points. The flumph gains the thoughts and memories of any creatures by it in this manner.
Incorporeal Form (recharge 5-6). The flumph becomes incorporeal until the end of its next turn, granting it resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and allowing it to move thru other creatures and objects as if they were difficult terrain. A creature it moves thru suffers 1 psychic damage.
Flumph, Corrupted
Some flumph fall from the path of enlightened discipline and goodness. This may occur due to the dominating presence of a mighty aboleth, a cabal of mind flayers, or even a demon lord like Zuggtmoy or Jubilex. Rarely, one of the elusive monastic flumph known as “abbots” will succumb to wicked urges or wicked telepathic thoughts it has overheard over the years, and with it an entire Underdark monastery of flumphs will turn toward dark arts. Such flumph are still innately communal creatures that seek to gather knowledge of the world, yet they are driven to use their great wisdom towards terrible purpose.
Corrupted flumph appear as raggedy flumph with cruel eyes and more opaque colorations in shades of blood red, ghoulish purple, and pustulant green. Their tentacles also appear longer, more hideous, and form into a tangled overgrown mass.
Mechanics inspired by 4e’s Fell Taints from the “Creature Incarnations - Fell Taint” article by N. Eric Heath in DRAGON 376.



Flumph, Corrupted
Small aberration, lawful evil
Armor Class 12
Hit Points 7 (2d6)
Speed 5 ft. , fly 30ft.
STR 6 (-2)
DEX 15 (+2)
CON 10 (+0)
INT 14 (+2)
WIS 14 (+2)
CHA 11 (+0)
Skills Arcana +4, History +4, Religion +4
Damage Vulnerabilities psychic, radiant
Senses darkvision 60ft., passive Perception 12
Languages understands Undercommon but can't speak, telepathy 60ft.
Challenge 1/8 (25 XP)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.
Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
ACTIONS
Tendrils. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Fell Feeding. The flumph attaches itself to an incapacitated or unconscious sentient creature. Until the end of its next turn the flumph cannot move or act. If the flumph is not killed or unattached from the creature by then, the creature dies and the flumph regains all its hit points.
Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Flumph, Corrupted Prior
Small aberration, lawful evil
Armor Class 12
Hit Points 17 (5d6)
Speed 5 ft. , fly 30ft.
STR 6 (-2)
DEX 15 (+2)
CON 10 (+0)
INT 14 (+2)
WIS 16 (+3)
CHA 11 (+0)
Skills Arcana +4, History +4, Religion +4
Damage Vulnerabilities psychic, radiant
Senses darkvision 60ft., passive Perception 13
Languages understands Undercommon but can't speak, telepathy 60ft.
Challenge 1/2 (100 XP)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.
Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
Spellcasting (psionics). The flumph is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared, requiring no material components:
Cantrips (at-will): resistance, spare the dying, thaumaturgy
1st level (4 slots): bless, command, detect evil and good, protection from evil and good
2nd level (2 slots): hold person, warding bond (abbot flumph only)
Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
ACTIONS
Multiattack. The flumph makes two tendrils attacks.
Tendrils. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 4 (1d4+ 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Fell Feeding. The flumph attaches itself to an incapacitated or unconscious creature. Until the end of its next turn the flumph cannot move or act. If the flumph is not killed or unattached from the creature by then, the creature dies and the flumph regains hit points equal to half the creature’s maximum hit points.
Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Flumph, Corrupted Abbot
Medium aberration, lawful evil
Armor Class 12 (14 with shield of faith)
Hit Points 44 (8d8+8)
Speed 5 ft. , fly 30ft.
STR 8 (-1)
DEX 14 (+2)
CON 12 (+1)
INT 16 (+3)
WIS 18 (+4)
CHA 13 (+1)
Skills Arcana +5, History +5, Religion +5
Damage Vulnerabilities psychic, radiant
Senses darkvision 60ft., passive Perception 14
Languages understands Undercommon but can't speak, telepathy 100ft.
Challenge 2 (450 XP)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.
Thought Eating Aura. A poisonous foul-smelling haze surrounds the flumph within 5 feet. Any creature starting or ending their turn in the haze is poisoned while within 5 feet of the flumph and while poisoned their thoughts can be read by the flumph.
Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
Spellcasting (psionics). The flumph is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared, requiring no material components:
Cantrips (at-will): resistance, shield of faith, spare the dying, thaumaturgy
1st level (4 slots): command, detect evil and good, inflict wounds, protection from evil and good
2nd level (3 slots): calm emotions, hold person, silence
3rd level (2 slots): revivify, sending
Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
ACTIONS
Multiattack. The flumph makes three shocking tendrils attacks.
Shocking Tendrils. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) lightning damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 3 (1d6) lightning damage on a failure or ending the recurring lightning damage on a success. A lesser restoration spell cast on the target also ends the recurring lightning damage.
Fell Feeding. The flumph attaches itself to an incapacitated or unconscious creature. Until the end of its next turn the flumph cannot move or act. If the flumph is not killed or unattached from the creature by then, the creature dies and the flumph regains hit points equal to half the creature’s maximum hit points. The flumph gains the thoughts and memories of any creatures by it in this manner.
Incorporeal Form (recharge 5-6). The flumph becomes incorporeal until the end of its next turn, granting it resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and allowing it to move thru other creatures and objects as if they were difficult terrain. A creature it moves thru suffers 1 psychic damage.
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