King Nate
First Post
Converted using the 3.5 version. Might need some help adjusting a few things, I would appreciate any help with it.
Flumph
Level 1 (Lurker)
Tiny Aberrant Magical Beast; XP 100
Initiative +7; Senses Perception +1; dark vision
HP 24; Bloodied 12
AC 15; Fortitude 13, Reflex 15, Will 13
Resist 10 Acid
Speed 1; Fly 3 (hover; maximum altitude 4)
(Basic Attack) Tentacle (standard; at-will) Acid
+6 vs AC; 2d4 damage +1 Ongoing Acid Damage (save ends)
Rancid Spurt (standard; encounter) * Poison
Close blast 2; +2 vs Fortitude; Creatures hit with Rancid Spurt become Dazed and Weakened. In addition the creature gains; (aura 2; at the beginning of the creature’s turn, non-flumph creatures within the aura become Weakened (save ends); creatures with this aura also give other creatures, up to 20 squares away, a +10 bonus to Perception checks against them.) (Save ends all three) and the Flumph makes a secondary attack. Secondary Attack: Burst 20; +0 vs Fortitude; Creatures hit with the secondary attack become Weakened (save ends).
Special: The center of the secondary attack is the 2-by-2 area of the Rancid Spurt attack.
Plummeting Charge (standard; recharge 4,5,6) * Acid
+8 vs AC; 1d8 damage + 5 Ongoing Acid Damage (save ends). This attack does not provoke attack of opportunity from the target.
Special: The Flumph must be at least 2 squares directly above the target to use this ability.
Helplessness
A Flumph that is knocked Prone also becomes Helpless.
A Flumph that becomes Helpless because it was knocked Prone may either use a Standard action to make an Acrobatics Check (DC 20) or be helped by an ally (standard action for ally) to remove the Helpless condition.
Alignment: Lawful Good Languages: Celestial, Common
Skills: Stealth +13
Str 6 (-2) Dex 17 (+3) Wis 12 (+1)
Con 12 (+1) Int 11 (0) Cha 10 (0)
Flumph
Level 1 (Lurker)
Tiny Aberrant Magical Beast; XP 100
Initiative +7; Senses Perception +1; dark vision
HP 24; Bloodied 12
AC 15; Fortitude 13, Reflex 15, Will 13
Resist 10 Acid
Speed 1; Fly 3 (hover; maximum altitude 4)
(Basic Attack) Tentacle (standard; at-will) Acid
+6 vs AC; 2d4 damage +1 Ongoing Acid Damage (save ends)
Rancid Spurt (standard; encounter) * Poison
Close blast 2; +2 vs Fortitude; Creatures hit with Rancid Spurt become Dazed and Weakened. In addition the creature gains; (aura 2; at the beginning of the creature’s turn, non-flumph creatures within the aura become Weakened (save ends); creatures with this aura also give other creatures, up to 20 squares away, a +10 bonus to Perception checks against them.) (Save ends all three) and the Flumph makes a secondary attack. Secondary Attack: Burst 20; +0 vs Fortitude; Creatures hit with the secondary attack become Weakened (save ends).
Special: The center of the secondary attack is the 2-by-2 area of the Rancid Spurt attack.
Plummeting Charge (standard; recharge 4,5,6) * Acid
+8 vs AC; 1d8 damage + 5 Ongoing Acid Damage (save ends). This attack does not provoke attack of opportunity from the target.
Special: The Flumph must be at least 2 squares directly above the target to use this ability.
Helplessness
A Flumph that is knocked Prone also becomes Helpless.
A Flumph that becomes Helpless because it was knocked Prone may either use a Standard action to make an Acrobatics Check (DC 20) or be helped by an ally (standard action for ally) to remove the Helpless condition.
Alignment: Lawful Good Languages: Celestial, Common
Skills: Stealth +13
Str 6 (-2) Dex 17 (+3) Wis 12 (+1)
Con 12 (+1) Int 11 (0) Cha 10 (0)
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