EPIC PSEUDONATURAL FLUMPH
Small Outsider (extraplanar)
Hit Dice: 2d8+10 (26 hp)
Initiative: +8 (Dex)
Speed: Fly 40 ft (average)
AC: 54 (+1 size, +8 Dex, +35 natural)
Attacks: Spikes +27 melee or two tentacle rakes +27/+27
Damage: Spikes 1d4+11 plus 1d4 acid or two tentacle rakes 2d8+11/2d8+11
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Acid, Constant Insight, Improved Grab, Rotting Constriction, Spell-like abilities
Special Qualities: Nauseating spray, darkvision 60 ft, electricity and acid resistance 15, DR 5/epic, SR 10, extra tentacle rake, epic natural weapons, alternate form
Saves: Fort +5, Ref +8, Will +10
Abilities: Str 32, Dex 26, Con 21, Int 10, Wis 24, Cha 10
Skills: Hide +12, Listen +12, Move Silently +12, Search +4, Spot +12
Feats: Weapon Finesse (spikes)
Climate/Terrain: Any underground
Organization: Pair or colony (4-16)
Challenge Rating: 18
Treasure: None
Alignment: Always lawful good
Advancement: 3-6 HD (Small)
A flumph appears as a jellyfish-like creature about three feet in diameter. Its body is round and almost flat. The body is flanked by two eyestalks, each about six inches long. Several short tentacles hang from the creature's underside, concealing a mass of small spikes. A flumph is pure white in color with slightly darker tentacles.
In its pseusonatural form it is a grotesque, alien, writhing ball of suckered tentacles.
COMBAT
The flumph hovers a few inches above the ground, or hangs motionless in reeds or similar concealment, hunting small creatures such as rats, frogs, and lizards. When it finds a small creature, it rises a foot or two, and drops onto its prey, piercing it with its spikes and injecting its acid into the wounds.
If threatened by a larger creature, the flumph attempts to drive it away by squirting a foul-smelling liquid from an orifice along its equator. If this fails, the flumph can rise to a height of 10 feet and drop onto an opponent, piercing it with its spikes and injecting its acid into the wounds.
Acid (Ex): When a flumph hits an opponent with its spikes, it injects a potent acid into the wounds. This acid deals 1d4 points of damage to the opponent for 2d4 rounds. The acid can be washed away by vigorously rinsing (two full rounds) or by total immersion in running water.
Nauseating Spray (Ex): Line of foul smelling liquid, 1 foot wide, 1 foot high, and 20 feet long, once every 1d4 rounds; nauseated (no action other than a single move or move-equivalent action) for 1d4 rounds; Fortitude save (DC 11) negates.
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.
Constant Insight (Su): The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex): If the creature hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Rotting Constriction (Ex): Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.
Spell-Like Abilities: At will—blur, dimension door, shield, unhallow. Caster level 20th. The DCs are Charisma-based.
Special Qualities
A pseudonatural creature retains all the special qualities of the base creature and also gains the following.
Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.
Bonus Feats: The flumph gains the Weapon Finesse (spikes) feat as a bonus feat.