Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Monastic flumphs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="BOZ" data-source="post: 674589" data-attributes="member: 1241"><p>Flumph, Monastic</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>Attacks: 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, spells</p><p>Special Qualities: Nauseating spray, darkvision 60 ft</p><p>Saves: Fort +0, Ref +3, Will +6</p><p>Abilities: Str 10, Dex 16, Con 11, Int 14, Wis 16, Cha 14</p><p>Skills: Hide +7, Listen +7, Move Silently +7, Search +4, Spot +7</p><p>Feats: Weapon Finesse (spikes)</p><p></p><p>Climate/Terrain: Any plains, marsh, and underground </p><p>Organization: Solitary, pair or cloister (4-32 plus 1 5th-level abbot and 1-5 3rd or 4th-level priors, plus 2-8 flumphs)</p><p>Challenge Rating: 2</p><p>Treasure: No coins or goods; standard items</p><p>Alignment: Always lawful good</p><p>Advancement: 3-6 HD (Small)</p><p></p><p>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. </p><p></p><p> 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. </p><p></p><p>COMBAT </p><p>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.</p><p> </p><p> 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).</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 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.</p><p></p><p> Feats: The monastic flumph gains the Weapon Finesse (spikes) feat as a bonus feat.</p><p></p><p>The monastic flumph first appeared in Monstrous Compendium Annual Two (1995).</p></blockquote><p></p>
[QUOTE="BOZ, post: 674589, member: 1241"] 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). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Monastic flumphs
Top