ADVANCED FLUMPH CR 1
LG Small aberration
Init +3; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 9 (2d8)
Fort +0, Ref +3, Will +5
OFFENSE
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +5 (1d4 plus acid injection)
Special Attacks stench spray
STATISTICS
Str 10, Dex 16, Con 11, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse
Skills Diplomacy +2, Fly +18, Perception +7, Sense Motive +3, Stealth +11
Languages Aklo, Common
ECOLOGY
Environment any land or underground
Organization solitary, pair, or colony (4–16)
Treasure standard
SPECIAL ABILITIES
Acid Injection (Ex) When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid's effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.
Stench Spray (Ex) A flumph can spray a 20-foot line of foul- smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 11 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 11 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).
Flumphs on Nyssa often take an ownership role of many of the under-earth caverns and the less populated spires, wanting to keep them safe if ever needed. While the Flumphs are lawful, they stay in the background, helping out if needed but not enough to be involved, then slowly depart to help another group.
They are not a highly social race but they keep their friends close to them even if separated by long distances as they can reach out via their telepathy abilities. They use this to share knowledge or even show up to assist if needed. They have strong connections to the Dreamlands, and this is what many other creatures heavily associate them with. Some colonies sell their dream travel to non-threatening groups to enter the faerie world awake.
HD Advancement: 6 skill points/HD, 1 new feat every 2 levels
3 HD +2 / +2 to any 2 ability scores, Minor Telepathy, Weapon Use
4 HD Acid Injection (1d6, Heal DC 18), Read Others Dreams
5 HD Stench Spray (DC 15, sickened for 7 rounds), Two Tentacle Attacks
6 HD +2 / +2 to any 2 ability scores, Fly Speed 40
7 HD Acid Injection (1d10, Heal DC 20), Minor Telepathy (2 miles)
8 HD Stench Spray (DC 19, sickened for 9-16 rounds), Three Tentacle Attacks
9 HD Fly Speed 50; Dream Travel
10 HD Acid Injection (2d8, Heal DC 24); +3 / +3 to any 3 ability scores
At any point a Flumph may proceed in a class level instead of HD advancement. Their typical choices are ranger, rouge or sorcerer.
Small Weapon Use: Flumphs at 3 or higher HD can use small weapons in combat using their tentacles.
Minor Telepathy: Can communicate with any creature of low intelligence or better if they have line of sight
Major Telepathy: Can communicate with allies or individuals they have previously met before and can communicate within 2 miles. They take 2-5 rounds to make a mental connection, they do not know if the person is there until they spend the entire time mentally looking for them.
Tentacle Attacks: at the HD indicated, they gain multiple tentacle attacks, which can attack at the same time at no penalty
Read Others Dreams: Flumphs can intuitively sense when others are having bad or cursed dreams. They get +20 on sense motive rolls on nearby sleepers to read dreams. They use this to help humanoids overcome any dream or sleep curses.
Dream Travel: Flumphs are one of the few creatures that can travel into the dreams of other creatures and can passengers with them. They do this to break curses for willing allies. They do not take evil or threatening creatures with them when they travel.
No comments:
Post a Comment