BOZ
Creature Cataloguer
Flumph, Monastic
Small Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +3 (Dex)
Speed: Fly 20 ft (average)
AC: 20 (+1 size, +3 Dex, +6 natural)
Attacks: Spikes +4 melee
Damage: Spikes 1d6 and 1d4 acid
Face/Reach: 5 ft by 5 ft/0 ft
Special Attacks: Acid, spells
Special Qualities: Nauseating spray, darkvision 60 ft
Saves: Fort +0, Ref +3, Will +6
Abilities: Str 10, Dex 16, Con 11, Int 14, Wis 16, Cha 14
Skills: Hide +7, Listen +7, Move Silently +7, Search +4, Spot +7
Feats: Weapon Finesse (spikes)
Climate/Terrain: Any plains, marsh, and underground
Organization: Solitary, pair or cloister (4-32 plus 1 5th-level abbot and 1-5 3rd or 4th-level priors, plus 2-8 flumphs)
Challenge Rating: 2
Treasure: No coins or goods; standard items
Alignment: Always lawful good
Advancement: 3-6 HD (Small)
Monastic flumphs are unusual creatures that live in quiet surroundings, where they can live in peace and study. While common flumphs are white in color, a monastic flumph’s pale yellow or green coloration and darker tentacles help distinguish the creature. They otherwise look identical to other flumphs. These advanced flumphs have the ability to cast divine spells as clerics. They are seldom seen by non-flumphs, spending their time in cloisters where they share knowledge and worship their strange gods.
A flumph cloister is usually found in a large underground cavern, or a large bower constructed like a nest of grass and mud when above ground. The monastic flumphs decorate the walls of this cloister with vibrant images that they make by applying natural dyes with their tentacles. These paintings are very alien, and abstract at best to humanoid viewers. They are composed of spirals and curved lines, and some who have seen them have deduced that these paintings may represent flumphs hunting or performing some sort of ritual.
COMBAT
Monastic flumphs possess the same combat capabilities and weaknesses as normal flumphs, with the ability to cast spells. They have no need to hunt on their own, as common flumphs trade them food for healing and leadership. Unlike their more common brethren, monastic flumphs spend most of their time in quiet reflection. Most monastic flumphs have the spellcasting ability of 2nd-level clerics; "priors" have the ability of at least a 3rd-level cleric, and "abbots" are at least as powerful as 5th-level clerics.
Spells: Monastic flumphs can cast divine spells from the cleric list and from the Air, Good, and Law domains as 2nd-levels clerics (save DC 13 + spell level).
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 1d4 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 monastic flumph gains the Weapon Finesse (spikes) feat as a bonus feat.
The monastic flumph first appeared in Monstrous Compendium Annual Two (1995).
Small Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +3 (Dex)
Speed: Fly 20 ft (average)
AC: 20 (+1 size, +3 Dex, +6 natural)
Attacks: Spikes +4 melee
Damage: Spikes 1d6 and 1d4 acid
Face/Reach: 5 ft by 5 ft/0 ft
Special Attacks: Acid, spells
Special Qualities: Nauseating spray, darkvision 60 ft
Saves: Fort +0, Ref +3, Will +6
Abilities: Str 10, Dex 16, Con 11, Int 14, Wis 16, Cha 14
Skills: Hide +7, Listen +7, Move Silently +7, Search +4, Spot +7
Feats: Weapon Finesse (spikes)
Climate/Terrain: Any plains, marsh, and underground
Organization: Solitary, pair or cloister (4-32 plus 1 5th-level abbot and 1-5 3rd or 4th-level priors, plus 2-8 flumphs)
Challenge Rating: 2
Treasure: No coins or goods; standard items
Alignment: Always lawful good
Advancement: 3-6 HD (Small)
Monastic flumphs are unusual creatures that live in quiet surroundings, where they can live in peace and study. While common flumphs are white in color, a monastic flumph’s pale yellow or green coloration and darker tentacles help distinguish the creature. They otherwise look identical to other flumphs. These advanced flumphs have the ability to cast divine spells as clerics. They are seldom seen by non-flumphs, spending their time in cloisters where they share knowledge and worship their strange gods.
A flumph cloister is usually found in a large underground cavern, or a large bower constructed like a nest of grass and mud when above ground. The monastic flumphs decorate the walls of this cloister with vibrant images that they make by applying natural dyes with their tentacles. These paintings are very alien, and abstract at best to humanoid viewers. They are composed of spirals and curved lines, and some who have seen them have deduced that these paintings may represent flumphs hunting or performing some sort of ritual.
COMBAT
Monastic flumphs possess the same combat capabilities and weaknesses as normal flumphs, with the ability to cast spells. They have no need to hunt on their own, as common flumphs trade them food for healing and leadership. Unlike their more common brethren, monastic flumphs spend most of their time in quiet reflection. Most monastic flumphs have the spellcasting ability of 2nd-level clerics; "priors" have the ability of at least a 3rd-level cleric, and "abbots" are at least as powerful as 5th-level clerics.
Spells: Monastic flumphs can cast divine spells from the cleric list and from the Air, Good, and Law domains as 2nd-levels clerics (save DC 13 + spell level).
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 1d4 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 monastic flumph gains the Weapon Finesse (spikes) feat as a bonus feat.
The monastic flumph first appeared in Monstrous Compendium Annual Two (1995).