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General Monster ENCyclopedia: Flumph

Was there ever any doubt about the flumph as the first choice of an 'F' monster for the Monster ENCyclopedia? After appearing only in relatively obscure sources for several editions, one of D&D's most notorious creatures received a promotion to a prime spot in the 5th Edition Monster Manual. Join us for a look back at the thirty-three-and-a-third-year history of the flumph.

Monster ENCyclopedia: Flumph
This is a series of posts about specific monsters from D&D's history. Each entry takes a look at the origin of one D&D creature, and tracks its appearances and evolution across different editions.

We're starting the ENCyclopedia with an alphabetical browse through a hypothetical Utterly Complete Monster Manual, picking one monster per letter. The infamous flumph is our choice for the letter "F".

Origins and development
The Fiend Folio has a well-deserved reputation for adding some of the strangest and most bizarre creatures into the canon of D&D monster lore, so it isn't surprising that the flumph originated in that tome. Most the monsters were submissions made to White Dwarf magazine, so when cracking open the Fiend Folio remember that we're actually looking at a selection of the best monsters editor Don Turnbull had in front of him. If you are curious about the critters Turnbull thought weren't good enough for the Fiend Folio, White Dwarf #16 and #17 present some of them in The Fiend Factory columns, or you can click here, here, or here for one blogger's look at some of the rejects. Ian McDowall and Douglas Naismith share the credit for creating the flumph. McDowall is also credited for the babbler, dakon and guardian daemon in the Fiend Folio, while the flumph seems to be Naismith's only contribution to D&D lore.

Fiend Folio (1981)

The initial description of the flumph sets out the characteristic shape and organs that the flumph has maintained (mostly) throughout every edition so far. Flumphs are saucer-shaped, about two feet in diameter. The upper surface has a large "mouth" in the centre, and a four-inch eyestalk on each side. The softer, more vulnerable underside carries a mixture of small spikes and many short tentacles. There is also an aperture on the flumph's equator which can be used to expel liquid.

A flumph flies by sucking in air through its mouth and expelling it from its underside. Using this form of locomotion, it typically flies along only a few inches above the ground, but it is capable of rising up to ten feet in the air if it needs to. One reason it might have to do this is to execute its secondary attack, which is to drop sharp-side down on a target, pierce the target's skin with its spikes, and then squirt acid into the wounds from its tiny tentacles.

An embattled flumph only resorts to this complicated spike and spray manoeuvre if its preferred attack fails. This preferred attack is a squirt of vile-smelling liquid sprayed on everyone up to twenty feet away, within a sixty degree arc. So strong is this smell that none of the target's companions will be able to tolerate his or her presence closer than a hundred feet for a few hours after the dousing.

From the stat block, we can also glean that flumphs are social creatures, appearing in groups of 2-16. They are of average intelligence, and of lawful good alignment, but they can communicate only with severely limited vocabulary in the lawful good alignment tongue.

Many early D&D creatures suffered from wildly varying color schemes between editions. This might be because the original illustrations tended to be black and white, so the initial coloration didn't stick as clearly in a typical reader's memory. As we'll see later, the flumph also changed colors over time, but for this first appearance, the monochrome illustration matches the description precisely -- the original flumph is pure white in color.

Another characteristic of the flumph which has changed over time is exactly how helpless it is when turned upside-down. To start with, the Fiend Folio declares unambiguously that an upside-down flumph becomes completely helpless.

The flumph gets mentioned again only rarely during the 1st Edition era. Alex Curylo's article It's a hit -- but where? in Dragon #114 has one table dedicated solely to the flumph. Delightfully, the same article also has tables dedicated to hit locations for the flail snail, forester's bane, and froghemoth, any of which could mount a challenge against the flumph for the title of "Oddest D&D creature beginning with 'F'."

Dragon #114 (1985)

Adventure Trivia! is an article from Dragon #117 which presents one hundred D&D trivia questions. The final question in the set is: "Name the only monster whose alignment is listed as "Lawful good" in the Fiend Folio tome". The answer is, of course, the flumph. Bonus points to any reader able to answer the question in the article's subtitle, "What is the airspeed of an unladen carpet of flying?".

2nd Edition
Everyone remembers that the flumph first appeared in the Fiend Folio, but its 2nd Edition appearance was more low key. Perhaps that's because 2nd Edition left it quite late to feature the flumph at all. There was no sign of it in the Monstrous Compendium version of the the Fiend Folio published in 1992, in the hardcover Monstrous Manual, or for that matter in any of the first 22 monster collections released for 2nd Edition. Only in December 1995 did the flumph finally return to print in the Monstrous Compendium Annual Volume Two.

Although the Annuals were supposed to represent collections of monsters that had been published in the previous year, there is no evidence of the flumph in any TSR releases for 1994. It appears as if editor Jon Pickens simply took the original Fiend Folio version and expanded it. As late as it appeared, the 2nd Edition flumph at least had a substantial one-page entry dedicated to it, and a new color illustration. Pictured this time is a yellow specimen of a "monastic" flumph, a more intelligent spell-casting version of the common (white-colored) flumph.

Monstrous Compendium Annual Volume Two (1995)

The expanded description notes the thickness of a flumph at three or four inches thick in the middle, tapering to one to two inches at the edges. We learn that the flumph's body is mostly hollow, and that a flumph is able to manipulate small objects using the nimblest tentacles, closest to its rim.

More detail is provided on the flow of air through a flumph's body. There are a number of small holes on the underside through which air is expelled, and a number of apertures around its equator which are used for manoeuvring. The flumph doesn't require much airflow to hover, creating only a gentle breeze and a slight whistling sound.

This quiet hover allows the flumph to hunt rats, frogs, and similar creatures by sneaking up on them and impaling them with its spikes. It then injects digestive acids into the wounds with its tentacles. Once the prey is dead, it alights on the corpse and drains nutrients from it, again using its tentacles. The text notes that prey which has been injected with the acids sometimes takes some time to die, during which the flumph pursues it.

Flumphs still have their foul-smelling squirt attack, but instead of keeping the target's companions away, this now nauseates the target for a few rounds. The odor still lingers for a few hours and can be detected up to 100 feet away, so perhaps the attack does still keep other people away in addition to being nauseous.

We learn that flumphs have a unique sign language using their tentacles and eyestalks, and that they are nomadic, good-aligned, and peaceful (except when it comes to small rodents and amphibians). Flumphs are asexual, and reproduce by budding 1-8 tiny young on their undersides every two years. Young flumphs grow to maturity within a single month, and typically live two decades.

The more advanced monastic flumph is introduced here. These flumphs gather in large caverns or in a large, nest-like construct made of grass and mud to share knowledge and worship unknown deities. Monastic flumphs cast spells as clerics. Each cloister is led by an abbot, aided by a number of priors; the remaining flumphs are monks. These flumphs are highly intelligent and more gifted at communication than the ordinary sort, with 10% of them able to speak common or another language. Occasionally common flumphs visit cloisters of monastic flumphs to exchange food in return for healing or guidance.

Both sorts of 2nd Edition flumph are still entirely helpless if turned over.

The flumph gets passing mentions twice in the letters page and editorial of Dragon #228, but it isn't until Dragon #246 that dragon gives the flumph some proper attention. It says something about the flumph that the teaser for The Ecology of the Flumph article in the previous issue just announces "Yes, we really did it."

Prolific "Ecology" contributor (and ENWorld community member) Johnathan M. Richards has the recurring Monster Hunters Association examine a living flumph specimen in a laboratory. In fact, a sub-committee of four wizards is hastily appointed to do the examination while the others flee from the stench of the flumph's captor, Buntleby.

Dragon #246 (1998)

It turns out that Buntleby captured the flumph by accidentally flipping it upside down while it was hunting his osquip familiar, Ozzie. During the course of the Monster Hunters' examination, the flumph escapes and proves quite determined to continue hunting Ozzie. Only a desperate leap from Buntleby protects the osquip from spiky doom. Eventually the efforts to capture the escaped flumph are drawn to a halt by the arrival of two monastic flumphs, who quickly best the Monster Hunters to secure the release of their companion.

Dragon #246 (1998)

As was the style of many Ecology articles, the footnotes expand the flumph's physiology and mechanics significantly. We learn that flumph eyestalks move independently, are retractable, have infravision, and grow back if severed. They have no eyelids, so cannot close their eyes, which makes them harder to surprise, but more susceptible to light attacks. The specimen the Monster Hunters examine has dark blue, almost black eyes.

Dragon #246 (1998)

For the first time, the article indicates that flumphs have an innate anti-gravity ability, in addition to using their air holes for manoeuvring. It is their reliance on this directional anti-gravity which makes them so helpless when turned upside down.

Dragon #246 (1998)

The aroma of the defensive spray is described as an "unappealing melange of skunk musk, rotting cabbages, and the unwashed armpits of a sweaty, overweight orc". A flumph can use this spray once every ten rounds. The digestive process a flumph uses is unflatteringly compared to a spider drinking the liquified insides of its victims.

Dragon #246 (1998)

Flumphs are noted as nocturnal. During the day they often fly up into trees and settle in branches, protecting their soft undersurface and leaving only their hard top exposed. We learn that flumphs compulsively attack rodents, and it is hypothesised that they may have been bred specifically to control rat and mouse populations.

Dragon #246 (1998)

Flumphs hear through four inner ears positioned below their manoeuvring jets, which gives them hearing equivalent to that of a human. Their tentacle tips have an excellent sense of touch, but no sense of taste. They have only a weak sense of smell, except when it comes to the odor of their own spray, which they can pick up from over a mile away.

Dragon #246 (1998)

Monastic flumphs have more tentacles than ordinary flumphs, at the cost of fewer spikes. They cast spells using their tentacles and require only somatic components. Monastic flumphs who can speak common do so in short bursts of few words, and sound like a human who has breathed in helium.

Dragon #246 (1998)

The Ecology article reveals that monastic flumphs are the true form of the flumph species. So-called "normal" flumphs are in fact a less intelligent, albino mutation that occasionally occurs when a monastic flumph buds offspring. Albino flumphs always bud more albinos, and over time these have come to outnumber their colored progenitors.

Dragon #246 (1998)

3rd Edition
The 3rd Edition version of the flumph appears in an appendix to the adventure Box of Flumph in Dungeon #118, by Tim Hitchcock. In this amusing short adventure, the PCs free a captive flumph named Ulmoapop. Ulmoapop then begs the adventurers to help free its four family members, who have also been abducted.

Dungeon #118 (2005)

Mechanically, this version of the flumph sticks to the same abilities of earlier flumphs -- acidic tentacles, a plummeting spike impalement, and a rancid spurt. However, the flumph can now use its spurt a greatly reduced once per day. The main body of article seems to describe a normal, white flumph, but the accompanying illustration shows a mottled yellow and orange patterned creature, and the description says "a pale greenish-yellow disk". The lack of spell abilities and only average intelligence indicate that the stat block is probably that of a common flumph.

Dungeon #118 (2005)

The society of these flumphs differs from previous lore. These flumphs are no longer organised in cloisters, but instead live in small families, or nomadic tribes of 2-3 families. The tribal structure selects a role for each flumph; some are hunters, others guardians or entertainers, or such. Flumphs now speak Celestial and a few bright ones also speak Common. They no longer have any sense of smell.

A 3rd Edition flumph is still helpless if turned upside down, but can right itself with a successful Escape Artist check.

Knowledge Arcana #9 (2007)

Knowledge Arcana was an electronic magazine published between 2004 and 2007 which drew largely on contributions from members of the WotC online community. In issue #9, there are two tongue-in-cheek articles about flumphs. In Lawful Great - One Flumph's Epic Journey to Herodom there is a stat block for a male celestial flumph fighter 6/paladin 4/anointed knight 4, and in "Unglued! Top Secret New D&D Miniatures Set" there is a D&D miniatures version of Flumphy, the Huge Fiendish Dire Flumph of Legend. This article poses, but doesn't answer the question "How can you make a Lawful Good flumph fiendish?".

4th Edition
The flumph remained even more a fringe creature in 4th Edition, appearing only in an online April Fool's article, Dungeon Delve: Fool's Grove. This ten page adventure includes encounters with envelopers, carbuncles, kercpas, a brain mole, al-mi'rajes, a flail snail, a stench kow, flumphs, an umpleby, and campestris. In other words, all the "classic" monsters. The particular type of flumph detailed here, is called -- in typical 4th Edition style -- the Flumph Headstabber. The story doesn't provide much context or background for the flumph species, but mechanically they have a spike basic attack, and a Flight of the Flumph attack which combines flight with the spike attack. The Stink Squirt that these flumphs can use causes allies next to the target of the squirt to become weakened.

If these flumphs are turned upside down (knocked prone), they become helpless, but can make a save to right themselves.

5th Edition
In the run up to 5th Edition, James Wyatt penned a regular Wandering Monsters column on the Wizards of the Coast web site. The articles in this column took a look at various monsters from D&D's history, and considered how they might be presented in 5th Edition.

In Wandering Monsters: Fiend Folio, Wyatt suggests that the monastic flumph -- a social creature interested in collecting knowledge and serving strange deities -- should be the default flumph, since that seems much more characteristic of an intelligent, lawful good creature than the rodent-hunting sort.

He also introduces a new ability and role for the flumph in the underdark. Flumphs are psionically sensitive, and overhear telepathic communication from other psionic creatures, such as mind flayers. They lurk near aboleth cities, githyanki enclaves, and colonies of psionically-active yellow mold, perhaps even feeding on their psionic energy. As a game hook, this means that flumphs can provide adventurers with information obtained from other strange creatures. It also suggests that flumphs communicate telepathically themselves.

The 5th Edition Player's Handbook mentions flumphs on the Wild Magic Surge table; one of the possible surges summons 1d6 frightened flumphs for a minute. This is the first time the creature has received a mention in the Player's Handbook, suggesting that the flumph has been given a promotion for 5th Edition. Sure enough, the flumph gets a full page write up in the Monster Manual itself, a major step-up from any previous edition.

Monster Manual (2014)

The 5e Monster Manual flumph has some significant changes. Gone is the spiky underside; instead each of the flumph's tentacles has a few spikes attached to the end of it. No longer are flumphs white, or green and yellow; their coloration now varies with mood, soft pink for amusement, deep blue for sadness, green for curiosity, and crimson for anger. There is no mention of a harder top, or a softer underside (but neither was there in 3rd Edition). Flumphs don't have any sort of anti-gravity ability now, but simply propel themselves with jets of air, the sound of which is said to give them their names.

Following Wyatt's lead from the Wandering Monsters column, these flumphs communicate telepathically, and feed by siphoning mental energy from psionic creatures. They are sensitive to the emotional states of nearby creatures and actively seek out creatures whose thoughts suggest goodness, freely sharing information which might help defeat the evils resident in the underdark. Flumph society is said to be organized into cloisters, but these don't have a leadership structure; each flumph contributes to the group in its own way.

Mechanically, the flumph now has a "tendrils" attack, which does both piercing and acid damage. They also have a once daily stench spray ability. Supporting their newfound telepathy are the advanced telepathy and telepathic shroud abilities, which allow a flumph to hear the thoughts of others, and also protect themselves from any mental intrusions.

The 5th Edition flumph is the least helpless yet when turned upside down. It gets to make a save every turn to right itself.

Flumphs and other creatures
The Monstrous Compendium Annual Volume Two notes that although flumph flesh has a foul taste, ogres and some goblinoids will eat them. The Ecology article in Dragon #246 notes several similarities between flumphs and grells and suggests the possibility that they may be related, although also conceding that no grell would ever come to a flumph's rescue. The same article deems more conclusive the link between the flumph and belabra or "tangler", and suggests that the belabra could be precursor species of both the flumph and the grell.

Like almost anything, flumphs can be crossbred with giant space hamsters. Dragon #175 mentions the subtropical amphibious crimson displacer shrieking transparent fomorian groaning aboriginal lamia heavy war gelatinous elder dun berserker blood sea heucuva huecuva guardian one-eyed one-horned flying purple people-eating astral ixitxachitl shambling vampiric beholder rust poisonous slithering volcanic storm tri-flower flumph thessal spitting cockatrice paisley super-genius abjurer blink faerie throat leech rotting teenage mutant ninja ju-ju republican charioteering interposing glaive-guisarme all-beef patty special sauce lettuce cheese pickles onion on a sesame-seed bun goblinoid fire-retardant anchovy death great wyrm myopic megalo giant space hamster of fear and flame. No, there will not be a Monster ENCyclopedia entry covering this creature.

Flumphs and magic items
One cup of flumph spittle is listed as a possible ingredient for enchanting a green dragon's tooth in the article The Magic of Dragon Teeth in Dragon #98.

In Dragon #246, the Monster Hunters Association consider using bits of flumph for potions of levitation (brain liquid is sufficient for three potions), oil of acid resistance (made from inner layers of tentacles) or as components for levitate, reverse gravity, Melf's acid arrow, and stinking cloud (spray gland) spells. They also suggest using the flumph as non-magical hat, or to make a booby-trapped spiked chair. The flumph's hard top is described as turtleshell-like, hard enough to be fashioned into a buckler shield.

Forgotten Realms
There is a Fierce Flumph tavern in the fortified city of Eshpurta, detailed in the Lands of Intrigue boxed set. "Flumph on a stick" is also apparently a thing in the Dock Ward of Waterdeep (see Ed Greenwood's The Unforking Family Tree).

The flumph is mentioned a few times in the Keoland regional scenarios for the Living Greyhawk campaign. KEO3-03: Will of the People details the Flustered Flumph Inn in the town of Laketowne, and the introductory adventure KEOI3-02: Stuck Between a Rook and a Hard Place covers a local festival known as the Running of the Flumphs. For this event, gnome revelers try to outrun harnessed flumphs. The whole thing is like a diminutive running of the bulls, but with less gore and more stench.

There is a full stat block at the back of Stuck Between a Rook and a Hard Place, and although it isn't quite as detailed as the one in Dungeon #118, it does predate it by a year or two, making it the first appearance of the flumph in 3rd Edition, albeit in a non-canonical source. In KEOI6-02: Wasteland, the adventuring group returns to the Flustered Flumph Inn which, following a murderous attack on Laketowne, is now the only building in town still standing.

Flumphs are known to inhabit the plane of Silly and Unused Monsters in WG7: Castle Greyhawk, and in an encounter titled The Room That Lets the Party Make It to the Next Set of Rooms, the PCs... hold on, Castle Greyhawk again? We definitely decided to skip monsters from there. Next!

The Ecology of the Flumph in Dragon #246 theorises that flumphs originated from a different world, and that they may have travelled on grell spelljamming vessels to reach new planets. It is pointed out that because they reproduce asexually, even a single flumph can eventually found a race on a new world. Different conditions on newly settled worlds are also suggested as a possible explanation for the mutation of monastic flumphs into the albino variation.

Escaped flumphs
The Monster ENCyclopedia is a series about the creatures of Dungeons & Dragons, and as such usually steers clear of trying to cover the appearances of D&D creatures in other sources. However, the flumph holds a special place in D&D lore, partly because of the many times it has popped up in fan-created material and unofficial D&D sources, often for humorous effect.

In addition, the flumph is one of a number of D&D creatures from earlier editions of the game which appeared in The Tome of Horrors. Necromancer Games obtained special permission from Wizards of the Coast to feature D&D creatures in the book, and because The Tome of Horrors is Open Game Content, other companies have also been able to use those monsters. For example, Paizo featured the flumph as one of the creatures in Misfit Monsters Redeemed, and again in Bestiary 3, both for Pathfinder.

The Tome of Horrors (2002)

Flumphs have appeared in online comics, including 5 Minute Workday, d20Monkey, and most notably in the Order of the Stick, where the flumphs are recurring characters, frequently subjected to some sort of physical abuse. The flumph has featured in Something Awful and on Dungeon Bastard.

Order of the Stick (2006)

Numerous RPG blogs have covered the flumph (see examples here, here, here, and here) and at least one blog is named after a flumph. There is also a large amount of flumph fan art available for the discerning flumph connoisseur. Sci-fi flumph? No problem. Western flumph? Sure! A flumph with more umph? Sorted. How about a picture of a flumph meeting the Flying Spaghetti Monster? Here you go!

Finally, even though there has never been an official D&D miniature version of the flumph, Artsy Wumpus has an excellent article on making a flumph miniature from first principles.

Flumph miniature by Artsy Wumpus (2011)

Fiend Folio, p39 (July 1981)
Dragon #98, p11, "The Magic of Dragon Teeth" (June 1985)
Dragon #114, p50, "It's a hit -- but where?" (October 1985)
Dragon #117, p26, 88, "Adventure Trivia" (January 1986)
WG7: Castle Greyhawk, p78 (January 1988)
Dragon #175, p100, "Editorial: Reeeeeep!!!" (November 1991)
Monstrous Compendium Annual Volume Two, p58 (December 1995)
Dragon #228, p6, "D-Mail" (April 1996)
Dragon #228, p16, "Final Quest" (April 1996)
Lands of Intrigue, Book Two: Amn, p (August 1997)
Dragon #246, p76, "The Ecology of the Flumph" (April 1998)
The Tome of Horrors, p139 (November 2002)
KEOI3-02: Stuck Between a Rock and a Hard Place, p3, 15 (2003)
KEO3-03: Will of the People, p11 (2003)
Dungeon #118, p16, "Box of Flumph" (January 2005)
KEOi6-02: Wasteland, p6 (2006)
Knowledge Arcana #9, p8, "Lawful Great - One Flumph's Epic Journey to Herodom" (May 2007)
Knowledge Arcana #9, p57, "Unglued! Top Secret New D&D Miniatures Set" (May 2007)
Wizards of the Coast web site, "Dungeon Delve: Fool's Grove" (April 2009)
Misfit Monsters Redeemed, p39 (October 2010)
Bestiary 3, p119 (November 2011)
Wizards of the Coast web site, "Wandering Monsters: Fiend Folio" (August 2013)
Wizards of the Coast web site, "Fiction 2013: Spin a Yarn: The Unforking Family Tree" (December 2013)
Player's Handbook, p104 (August 2014)
Monster Manual, p135 (September 2014)

Other ENCyclopedia entries
Visit the Monster ENCyclopedia index for links to other entries in this series.
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The flumph gets passing mentions twice in the letters page and editorial of Dragon #228, but it isn't until Dragon #246 that dragon gives the flumph some proper attention. It says something about the flumph that the teaser for The Ecology of the Flumph article in the previous issue just announces "Yes, we really did it."

The Monastic Flumphs in Johnathan Richard's Ecology article reappeared in an The Ecology of the Grick article he wrote. Unfortunately, the Grick Ecology article was not accepted for publication by Dragon magazine so we can't really consider it "official" information.

Said article indicates the Monastic Flumphs inhabit a "secret temple" which is apparently hollowed out in the shape of a giant flumph...

"Shame we didn't actually get to see the flumph's temple cavern," Willowquisp sighed. "I would have loved to have seen it for myself. Cartificant's notes were quite intriguing. Did you read the section on the wall paintings?"

"Indeed," replied Spontayne. "But did you notice anything about how this one was laid out?"

"What do you mean?"

"Think about it: A flat, circular cavern, with two narrow passages leading up and a mess of curving - one could almost say tentaclelike - passages coiled below. Remind you of anything?"

Those interested in reading the unpublished "The Ecology of the Grick" article can click on the "Grick" link in my signature. It reinforces, to some extent, the supposition that grell and flumphs are related, and expands the concept to roll gricks into the mix as well. But, as Cleon points out, the article was rejected and thus never became "official canon."

Awesome entry as always, Echohawk! I really enjoy these articles of yours -- keep up the excellent work!



Shirokinukatsukami fan
Heh. Thanks for the suggestion, but I'm not sure that Giant Space Hamsters have appeared enough times in D&D to make much of an article. They are specific to AD&D 2nd Edition, and were found almost exclusively in the Spelljammer setting. The Monster ENCyclopedia series might eventually look at some of D&D's "one hit wonders", but for the first A-Z run, I think we'll stick with creatures that have appeared in several editions of the game.


The Flumph manages to be a better monster than many in the Fiend Folio because it is truly alien and reminds you of nothing but itself. The flail snail seems preposterous. But the Flumph just manages to be weird and kinda cute in a bizarre alien tentacled sort of way - some wayward migrant from an unfathomable ecology rather than a chimerical hodgepodge.

I've never actually felt the need for one. But if I ever did DUNGEONS AND DRAGONS IN SPACE, then you can be sure there would be Flumphs.


Shirokinukatsukami fan
Can anyone write up one of these articles? Just curious....
Good question. I haven't thought that far. I decided that I wanted to write a series of articles on the history of D&D monsters, and since I'm posting them exclusively on ENWorld, I picked "Monster ENCyclopedia" as a title for the series.

Morrus has been kind enough to feature most of the articles on the news page, which I'm very grateful for, but which wasn't something I planned for originally. I hadn't considered that anyone else might want to contribute an article to the same series. Is there a specific monster you want to cover, qstor?


Morrus has been kind enough to feature most of the articles on the news page, which I'm very grateful for, but which wasn't something I planned for originally. I hadn't considered that anyone else might want to contribute an article to the same series. Is there a specific monster you want to cover, qstor?

Dark folk?



Shirokinukatsukami fan
Dark folk?
I have no plans to cover the Dark Folk in the near future (at least not in the first A-Z run of the series), so if you feel like producing a Monster ENCyclopedia entry for them, then I reckon you should go for it! :D


Creature Cataloguer
The Wikipedia article mentions the flumph was featured in an April Fools joke on the wizards website in 2006 about some unlikely miniatures - I don't see that mentioned here, unless I am just missing it?


First Post
Flumph PC race in 5e
This text contains enough of my race design article to use flumphs as PCs.
Small Tool Use 4 Abberation. Speech 2. Languages: understands Common and Undercommon but cannot speak.
Str +0 (3-14), Dex +1 (3-20), Con +0 (3-20), Int +1 (3-20), Wis +1 (3-20), Cha+0 (3-20) (P 6)
Traits: Proficiencies: Arcana and History. Vulnerable to psychic damage. Telepathy at first level, at 3rd level this is replaced by Advanced Telepathy. Prone deficiency. Tendrils as an unarmed attack, DC=8+Proficiency bonus+Con modifier. Note that PC flumph are not automatically proficient in this Natural Weapon. At 7th level the PC Flumph gains the Stench Spray trait, DC=8+Proficiency bonus+Con modifier. Telepathic Shroud.
Notes: The Monster Manual firmly casts flumphs as allies of the PCs It is easy to justify adding one as PC in a typicla D&D setting. The flumph would also suit a science-fantasy or sword-and-planet genre setting.
Tool use and Speech: Outside of melee Non-humans can be very different to humanity and we don’t want to write a library of special case rules to cover marine creatures on land, Awakened animals trying to pick pockets, etc. Nor do we want to start trying to price all the disadvantages faced by those with no hands, unusual needs, who are mute, or have odd body shapes, as traits without evidence from canon rules to guide us. We need a separate alternative system. Fortunately, we are given two general tools for players who play within the limitations of a role: Disadvantage, and Inspiration.
• Use Disadvantage when the race can do something but with difficulty.
• When a race can’t do something say ‘no’ but if this prevents the character from taking an action critical to survival or achieving important goals award Inspiration. Inspiration is explained as the character trying harder to prove themselves useful.
The Inspiration awards are important. Awarding Inspiration when the handicap becomes critical compensates the player in proportion to how often the handicap is actually detrimental during play. This rule is essentially a modified version of the optional rule to treat lingering injuries as flaws (DMG273).
Speech 2: If your natural form can’t speak humanoid languages then for spells with verbal components assume you are able to translate the arcane formulas into noises you can make. If shape-changed into a form that cannot make your natural range of sounds you cannot cast spells with verbal components until the effect ends, even if your temporary form can speak humanoid languages.
Tool Use 4: Able to ‘pinch’ using something like fingers but still not as good as human hands. Able to wield Simple Bludgeoning weapons such as clubs and maces (PHB49). Can use a shield. Cannot apply the bonus for Dexterity to thrown or missile weapons except objects dropped from above. Can perform fine manipulation such as writing and manipulating lock picks. Able to disarm traps, pick pockets, and open doorknobs. Can don and remove armour unaided. Spell casting unaffected.


First Post
Tendrils should be a finesse attack.
I assume the flumph can 'get by' on the weak psionic energy generated by any intelligent creatue as long as it visits a source of psionic energy such as a city or settlement of psionic creatures every monoth or so. Alternatively, maybe they can still eat rats if they have too.

Halloween Horror For 5E


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Halloween Horror For 5E