BOZ
Creature Cataloguer
when that moment of insane genius hits you like a sledgehammer, you must take it and run with it.
MWAHAHAHAHAHAHAHAHAHA....
TIRAPHLUMPH
Medium-Size Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: Fly 20 ft (average)
AC: 19 (+3 Dex, +6 natural)
Attacks: 2 arm spikes +6 melee, claw +1 melee; or underside spikes +6 melee
Damage: Arm spike 1d4+3, claw 1d4+1; underside spikes 1d4+3 plus 1d4 acid
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Improved grab, constrict 1d4+3, acid, illusions
Special Qualities: All-around vision, nauseating spray, darkvision 60 ft
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 16, Dex 16, Con 15, Int 10, Wis 12, Cha 10
Skills: Hide +7, Listen +7, Move Silently +9, Search +9, Spot +10
Feats: Improved Initiative
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium-Size); 9-12 HD (Large)
The tiraphlumph is the Thing That Should Not Be. No one really knows how a crossbreed between a tirapheg and a flumph came to be, and it’s unlikely that anyone wants to know. The synergy of these two aberrations makes it far more truly bizarre than either of the parent creatures. This monster is about 5-6 feet in overall length, having the upper body of a tirapheg and the jellyfish-like disc of a flumph as its lower body.
This creature has three heads; the outer two being featureless. The central head has three large, inset eyes, two on the front of the head (above the nose) and one to the rear. Small ears flank each side of the central head. Three arms protrude from the tiraphlumph’s body; two at the shoulders and one from the central chest. The two arms at the shoulder are jointed so as to move both forwards and backwards. They are prehensile and end in a 6-inch long spike rather than hands. The third arm (the chest arm) ends in a three-fingered hand.
The tiraphlumph’s lower body appears something like a jellyfish, about four feet in diameter, 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 tiraphlumph is pure white in color with slightly darker tentacles
The tiraphlumph’s single mouth is located below its third arm, situated where its torso meets the disc-body. Three small tentacles writhe constantly above the mouth, which seem to have no purpose.
COMBAT
Normally a tiraphlumph will avoid encounters, but these creatures are unpredictable and have been known to attack living creatures for reasons unknown. These creatures usually stick to hunting smaller prey, such as rats, frogs, and lizards. It hovers a few inches above the ground, or hangs motionless in concealment. When it finds an acceptable meal, it rises a foot or two, and drops onto its prey, piercing it with its spikes and injecting its acid into the wounds.
A tiraphlumph that successfully hits an opponent with its central arm usually maintains the hold until it or its opponent is dead. If cornered or if melee is going against it, the tiraphlumph uses its illusion ability to deceive its attackers and flee. If threatened by an attacker it cannot escape from, or one that just won’t give up, the tiraphlumph attempts to drive it away by squirting a foul-smelling liquid from an orifice along its equator. If this fails, the tiraphlumph 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
Improved Grab (Ex): To use this ability, the tiraphlumph must hit an opponent of up to Medium-size with both of its arm spikes. If it gets a hold, it uses its central arm to strangle the opponent.
Constrict (Ex): A tiraphlumph deals 1d4+3 points of damage with a successful grapple check against Medium-size or smaller creatures. Because it seizes victims by the neck, a creature in the tiraphlumph’s grasp cannot speak or cast spells with verbal components.
Acid (Ex): When a tiraphlumph 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.
Illusions (Su): A tiraphlumph can project two illusionary replicas of itself which it controls telepathically. These illusions fight as the original creature and take no damage themselves, though they deal damage to opponents if they are not recognized for what they are (this works like the silent image spell in all other respects, except that the illusions disappear only when the creature is killed or when its opponents retreat out of sight).
At the instant the illusions are created by the creature, it has the ability to generate a split-second blinding flash of light to cover the appearance of the illusions, which causes all creatures and persons within a 30 range to stand as if affected by a confusion spell for one melee round (no save to avoid). The tiraphlumph and its illusions attack in the melee round in which the illusions are created.
All-around Vision (Ex): The tiraphlumph’s three eyes allow it to see things in front of it as well as behind it, bestowing a +4 racial bonus to Spot and Search checks. Tiraphlumph’s can’t be flanked.
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 14) 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.
MWAHAHAHAHAHAHAHAHAHA....
TIRAPHLUMPH
Medium-Size Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: Fly 20 ft (average)
AC: 19 (+3 Dex, +6 natural)
Attacks: 2 arm spikes +6 melee, claw +1 melee; or underside spikes +6 melee
Damage: Arm spike 1d4+3, claw 1d4+1; underside spikes 1d4+3 plus 1d4 acid
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Improved grab, constrict 1d4+3, acid, illusions
Special Qualities: All-around vision, nauseating spray, darkvision 60 ft
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 16, Dex 16, Con 15, Int 10, Wis 12, Cha 10
Skills: Hide +7, Listen +7, Move Silently +9, Search +9, Spot +10
Feats: Improved Initiative
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium-Size); 9-12 HD (Large)
The tiraphlumph is the Thing That Should Not Be. No one really knows how a crossbreed between a tirapheg and a flumph came to be, and it’s unlikely that anyone wants to know. The synergy of these two aberrations makes it far more truly bizarre than either of the parent creatures. This monster is about 5-6 feet in overall length, having the upper body of a tirapheg and the jellyfish-like disc of a flumph as its lower body.
This creature has three heads; the outer two being featureless. The central head has three large, inset eyes, two on the front of the head (above the nose) and one to the rear. Small ears flank each side of the central head. Three arms protrude from the tiraphlumph’s body; two at the shoulders and one from the central chest. The two arms at the shoulder are jointed so as to move both forwards and backwards. They are prehensile and end in a 6-inch long spike rather than hands. The third arm (the chest arm) ends in a three-fingered hand.
The tiraphlumph’s lower body appears something like a jellyfish, about four feet in diameter, 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 tiraphlumph is pure white in color with slightly darker tentacles
The tiraphlumph’s single mouth is located below its third arm, situated where its torso meets the disc-body. Three small tentacles writhe constantly above the mouth, which seem to have no purpose.
COMBAT
Normally a tiraphlumph will avoid encounters, but these creatures are unpredictable and have been known to attack living creatures for reasons unknown. These creatures usually stick to hunting smaller prey, such as rats, frogs, and lizards. It hovers a few inches above the ground, or hangs motionless in concealment. When it finds an acceptable meal, it rises a foot or two, and drops onto its prey, piercing it with its spikes and injecting its acid into the wounds.
A tiraphlumph that successfully hits an opponent with its central arm usually maintains the hold until it or its opponent is dead. If cornered or if melee is going against it, the tiraphlumph uses its illusion ability to deceive its attackers and flee. If threatened by an attacker it cannot escape from, or one that just won’t give up, the tiraphlumph attempts to drive it away by squirting a foul-smelling liquid from an orifice along its equator. If this fails, the tiraphlumph 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
Improved Grab (Ex): To use this ability, the tiraphlumph must hit an opponent of up to Medium-size with both of its arm spikes. If it gets a hold, it uses its central arm to strangle the opponent.
Constrict (Ex): A tiraphlumph deals 1d4+3 points of damage with a successful grapple check against Medium-size or smaller creatures. Because it seizes victims by the neck, a creature in the tiraphlumph’s grasp cannot speak or cast spells with verbal components.
Acid (Ex): When a tiraphlumph 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.
Illusions (Su): A tiraphlumph can project two illusionary replicas of itself which it controls telepathically. These illusions fight as the original creature and take no damage themselves, though they deal damage to opponents if they are not recognized for what they are (this works like the silent image spell in all other respects, except that the illusions disappear only when the creature is killed or when its opponents retreat out of sight).
At the instant the illusions are created by the creature, it has the ability to generate a split-second blinding flash of light to cover the appearance of the illusions, which causes all creatures and persons within a 30 range to stand as if affected by a confusion spell for one melee round (no save to avoid). The tiraphlumph and its illusions attack in the melee round in which the illusions are created.
All-around Vision (Ex): The tiraphlumph’s three eyes allow it to see things in front of it as well as behind it, bestowing a +4 racial bonus to Spot and Search checks. Tiraphlumph’s can’t be flanked.
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 14) 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.
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