D&D 4E Everyone's Favorite Monster now for 4e (PEACH)

Thanks for the help guys. A couple of things; the research I did on the creature comes from all published D&D books and magazines, except the fiend foilo which I do not have access to.

I also wanted to do Blast 3, but in all the books it always stated the attack was 20 feet. I was going to do Blast 3 anyway, but then I found monsters in MM 4e that also had Blast 2, so I went with Blast 2.

The actual effect always stated in the books was that the creature hit with the Blast becomes sickened. Sickened is not a status in 4e so I tried to do something that made players sickened. I didn't want to do Dazed and Weakness, but then thought about the Flumph being a Lawful Good creature. The chances of the Flumph attacking the PCs if extremely low, the PCs would have to attack the Flumph first. It states in the descriptions of the Flumph that they avoid combat and use the Blast attack to escape.

Immune: Poison is probably a good update to the Flumph. The books/magazine never states if the Flumph can be the target of another Flumph's Blast. But I wouldn't think they would be.

I'll be back to update the Flumph in a bit, wife is calling me.

EDIT; just noticed my math was wrong, 20 feet is 4 square blast.
 

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See if this works.

Flumph
Level 1 (Lurker)
Tiny Aberrant Magical Beast; XP 100
Initiative +3; Senses Perception +1; dark vision
HP 24; Bloodied 12
AC 15; Fortitude 13, Reflex 15, Will 13
Resist 10 Acid; Immune Poison
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
The Flumph makes two attacks.
First Attack: Close blast 4; +2 vs Fortitude; Creatures hit with Rancid Spurt become Dazed, Weakened and gains the Rancid Aura trait. (Save ends all three)
Second Attack: Burst 20 (centered on first attack target); +0 vs Fortitude; Creatures hit with the secondary attack become Weakened (save ends).

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)


Rancid Aura Trait
Poison, temporary trait
aura 2; creatures starting their turn inside aura become weakened (save ends). Creatures within 20 squares of a creature with the Rancid Aura Trait gain +10 to perception checks against this creature.


If this looks good I can start working on Flumph Minions and Flumph Swarms!
 

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