Tell me about flumphs in your world

LRonKnieval said:
Joke all you want, but I'm hell bent on getting the flumph back and updated into 3.5. Its been my personal crusade for some time now. Mark my words, there will soon be an official version of the flumph. The flumph cannot be denied, because as I've said on numerous occasions, there's a little flumph in all of us. :]
Yeah Baby...bring them back, in spades:p .
 

log in or register to remove this ad

I haven't had a chance to use flumphs in my 3.5 campaign... yet. But I did use them in my last FR 2.0 campaign. I had them be extradimensional beings that slip from plane to plane at will. There were in fact only one colony of flumphs. They traveled from plane to plane so often that it gave the illusion that it was an entire race. Eventually the PC's were to "discover" this data and use the flumphs to travel to other planes. But the campaign ended before this story line came into play. Sad really.

The flumph is by far my favorite monster in the game. The owlbear being a close second and the most iconic for me.
 

The 2nd Flumph

Aeei, psuedo-natural flumph cleric of Phieran(suffering)

Aeei was sucked into the Far realm and recieved the psudeo natural template there. He has decieded that his suffering there is part of a greater plan, and dedicated himself to Phieran the god of suffering (BoED). He has been enslaved by the kaorti, which he bears as another burden. They have no clerics and are glad to have him, they are careful not to show it and treat him with contempt, which is what he expects.
He constantly complains of the injustcies inflicted on him such as being threatened with being eaten, people making fun of his flying ablitity and calling him a wind bag or blow-up punching bag.
"Delicious with a pat of butter, and a light coating of blueberries and syrup. Just be careful not to cook them past a light golden brown, though."
Or
"Everyone knows you have sauteed onions and mushrooms with a red wine sauce for flumph. Or stuff them with mushrooms, peppers and brown rice."


Aeei
psuedo-natural flumph cleric of Phieran(suffering) LG
3rd lvl HD 5d8+5 (30hp), sv +6/+7/+6
St10 ,Dx18, Cn11, In12, Ws 16, Ch12
Fly Speed 20(average), AC 21 (+1size,+4dx,+6 NAC), BAB +3
Attack - Spikes +7 (1d4+2 and 1d4 acid)
SA - Acid, Nauseating spray, Turn Undead
SQ Darkvison 60, reistance acid, cold electrcity 5, SR 12, alternate form, DR 5/magic
Feats: Weapon Finesse (spikes), Improved toughness, Augmented Healing
Skills : Hide +8, Listen +5, Move Silently +8, Search +4, Spot +5,
Knowledge (religon) +3, Concentration +7,

Acid (Ex): See Lyekyor

Nauseating Spray (Ex): See Lyekyor, Fortitude save (DC 11)

Alternate form (Ex) A writhing clump of failling tentecals - not too different really. Pity gives opponents a -1 morale penalty to attack.

Spells: 4/4/3 Caster lvl 3rd, DC 13+lvl domains: Law, Endurance
 
Last edited:

Piratecat said:
You guys do know that our own moderator Plane Sailing created and contributed the Shadow Demon to the Fiend Folio, right?

No, I didn't. Cool!

MerricB said:
(Do you have any of the Blue Slaad miniatures from GoL, Olive?)

I bought a total of two boxes of GoL. So no... :(
 

Well, if there were pools of radioactive waste lying about, the world had been plunged into eternal darkness, and a cult of weird monstrosities so odd that they'd abandoned evil got even more hideously mutated, you'd have the likeliest path to flumphs in my world.

But we haven't even got to gravitational theory yet, let alone nuclear waste or the other statistical improbabilities. So no flumphs thus far.
 

Fiendish Dire Flumph

A player in my campaign requested a flumph show up at some point, so for one encounter I created a fiendish dire flumph. I used the flumph stats from the Tome of Horrors, tacked on the fiendish template and advanced it to what I figured was appropriately "dire."

The player was overjoyed to run into the flumph, but instead of attacking he grabbed it's tentacles and carried it around like a baloon. He saved versus the poison and I realized that there was very little the flumph could actually do to attack or defend in this situation.

Later the player tied the flumphs tendrils under his chin and wore the flumph like a sombrero.

The encounter did not go as planned but the player seemed to be having a good time. Live and learn.
 

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.
 
Last edited:

>>>
Joke all you want, but I'm hell bent on getting the flumph back and updated into 3.5. Its been my personal crusade for some time now. Mark my words, there will soon be an official version of the flumph.
>>>

I predict your crusade comes to a successful end with the publication of Dungeon #118.

--Erik Mona
Editor-in-Chief
Dragon & Dungeon
 



Remove ads

Top