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This is a Good Article! Flumphs were mysterious and benevolent creatures that drifted through the Underdark. A flumph's body was shaped like a flat saucer with a diameter slightly larger than a human from shoulder to shoulder, and about as thick as a human arm. Flumphs floated by means of an innate anti-gravity field, [7] and moved by using air jets as propulsion. In fact, they were named after the characteristic sound made by these jets. Flumphs also glowed faintly in different colors depending on their mood.

Flumphs were wise and possessed advanced knowledge of philosophy and other subjects. They fed on psionic energy and were therefore more likely to be found near strong sources, such as abolethgithand mind flayer settlements.

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However, due to their strong telepathic nature, flumphs were very sensitive to evil thoughts and felt the need to share them as quickly as possible with any good -aligned creatures they found, in order to wash these thoughts away.

It was also common for flumphs exposed to evil thoughts to spontaneously glow red in anger. This reaction was considered a sign to adventurers that evil monsters lurked nearby.

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Normally, a flumph's reaction when facing an evil creature was to flee. However, flumphs' tendrils were acidic and could be used as defensive weapons if necessary. Flumph society was organized in harmonious cooperative groups called "cloisters", in which all flumphs contributed according to their own skills.

Once a mindwitness was taken in service of the flumphs, it would change its world view accordingly and was no longer an evil creature. Flumphs were largely ignored by mind flayers, who had no interest in them. For that reason, it was relatively common to find cloisters of flumphs near mind flayer settlements. On the other hand, githyanki abhorred flumphs violently, and attacked them on sight. The origin of the flumphs was ultimately a mystery.

It was speculated that flumphs were genetically related to grells or belabrasdue to some physiological similarities such as their hovering and the presence of tentacles. Given the probable genetic ties to the grells, most sages agreed that flumphs originated in a different world and traveled as clandestine passengers in grell spelljammer ships. During the late s DRflumphs were greatly disturbed by the demonic madness that permeated the Underdark.

Some offered assistance to anyone who opposed the derro cultists under Gracklstughwhile a cloister of flumphs from the Wormwrithings maintained that kindness was the only appropriate response during those evil times.

By the Year of Three Ships Sailing, DR[note 1] a cloister of flumphs inhabited the Seadeeps level of Undermountainfeeding off the psionic energy of the nearby illithid and githyanki settlements. This wiki. This wiki All wikis. Sign In Don't have an account?

Start a Wiki. Unless a canon source contradicts this assertion, this wiki will use DR for events related to this sourcebook and Waterdeep: Dungeon of the Mad Mage which is referenced on pages 5 and 98 of Dragon Heist. Monstrous Compendium Annual Volume Two. TSR, Inc. Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. Wizards of the Coastp. Wizards of the Coast. Retrieved on Fiend Folio. TSR Hobbiesp.Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

Prone Deficiency. If the flumph is knocked proneroll a die. On an odd result, the flumph lands upside-down and is incapacitated.

At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 1d4 acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

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At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 [1d4] acid damage on a failure or ending the recurring acid damage on a success. A coated creature exudes a horrible stench for [1d4] hours.

flumph

The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar. This website exists thanks to the contribution of patrons on Patreon. If you find these tools helpful, please consider supporting this site.

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Their contribution stands as a beacon of hope for all adventurers! Username: Password: Forgot? STR 6 Saving Throws. Condition Immunities. Legendary Actions.

Flumph (3pp)

One step! Subscribe to updates! Get Premium.The mysterious flumphs [1] drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger. Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects.

Flumphs are sensitive to the emotional states of nearby creatures. If a creature's thoughts suggest goodness, a flumph seeks that creature out. When facing creatures that exude evil, a flumph flees. Flumphs feed by siphoning mental energy from sentient creatures, and they can be found lurking near communities of mind flayers [2]aboleths [3]githyanki [4]githzerai [5]and other communities of Underdark denizens.

As passive parasites, they take only the mental energy they need, and most creatures feel no loss or discomfort from such feeding. Consuming psionic energy reveals the thoughts and emotions of the creatures on which the flumph feed. Since so many of those creatures are evil, flumphs are often subjected to thoughts, emotions, and hungers that sicken their pure nature.

When flumphs encounter good-hearted adventures, they are eager to share the dark secrets they have learned in the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment. The origin of the flumphs was ultimately a mystery even among flumphs themselves. It was speculated that flumphs were genetically related to grells, due to some physiological similarities such as their hovering and the presence of tentacles.

Given the probable genetic ties to the grells [6]most sages agreed that flumphs originated in a different world and came to this one via the same way the grell did. Flumphs live in complex and organized groups called cloisters, within which each flumph has a place and purpose. These harmonious groupings have no need for leaders since all flumphs contribute in their own way.

They were also known for sometimes recruiting isolated mindwitnesses [7] into their communities. Once a mindwitness was taken in service of the flumphs, it would change its world view accordingly and was no longer an evil creature. If you make a flumph character it is a good idea to make a short history about the cloister on which you came from so your Dungeon Master can perhaps use it later on. Alternatively, you can roll on the table below to see what your cloister was like.

Flumphs don't normally bother with names as they communicate through their thoughts with one another but when talking with members of other races they will adopt a name based on the race of the creature for their convenience.

The mysterious flumphs drift through the Underdark propelled through the air by the jets whose sound gives them their name. Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom and Intelligence scores increase by 1.

Although flumphs reach physical maturity at about the same age as humans, the flumph understanding of adulthood goes beyond physical growth to encompass worldly knowledge.

A Flumph typically claims adulthood around the age of 20 and can live to be years old.

Almost all flumphs are lawful good, however, there are some who might follow more chaotic or evil paths, influenced by the minds they've fed on. Typical flumphs weigh 15 pounds and are 3 feet across. Your size is Small. Your base walking speed is 5 feet.This small strange creature looks like a saucer-shaped jellyfish with many small spike-like tentacles dangling from its underbelly.

Its body is milky-white in color. Two short eyestalks protrude from the top of its body. Its eyestalks are gray as are its tentacles. Its eyes are jet black. Speed 5 ft. The flumph spends most of its time hunting small animals and vermin, which it kills and devours by dropping on them and piercing them with its acidic spikes.

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If threatened by a creature larger than itself, it fires its nauseating spray in an attempt to repel its attackers. If this attack fails, the flumph rises above its foes and drops at them, attacking with its spikes.

When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of damage immediately and another 1d4 points on the round after the attack.

A creature grappling or swallowing the flumph takes this acid damage automatically every round it maintains this contact.

flumph

A flumph can spray a 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 — if the target fails its saving throw, it is nauseated for 5 rounds; otherwise, it is sickened for 1 minute. 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 feet creatures with the scent ability can smell it at double this range.

Environment any land or underground Organization solitary, pair or colony 4—16 Treasure standard including body, worth gp in rare component elements. Flumphs are small, very strange creatures that spend their days floating along looking for food and water. They are non-offensive and only attack when actively hunting for food.

Flumphs prefer the darkness of the underground and are rarely, if ever, encountered above ground. The average flumph is about 2 feet in diameter.

flumph

Toggle navigation. Stench Spray Ex A flumph can spray a foot line of foul-smelling liquid once every 1d4 rounds. Patreon Supporters.Log In. New Account or Log In. Hide my password.

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Flumph (5e Race)

Click here. Advanced Search. STL 3D Model. Average Rating 2 ratings. A happy denizion of the underworld, ready to come to your players needs at a moments notice! Print each piece with supports and a brim. Customers Who Bought this Title also Purchased. Reviews 0. Please log in to add or reply to comments. See All Ratings and Reviews.The Flumphs are a pair of flumphs first encountered by the Dungeon of Dorukan.

The two particular specimens who are featured in Order of the Stick first made their appearances as monsters in the Hall of Outdated Monsters surrounding the Talisman of Dorukan. They were originally used to break Hilgya 's fall and then both Durkon and Hilgya. They somehow managed to escape the destruction on the Dungeon of Dorukanonly to be landed on by Roy and Elan. They survived that incident and have become a recurring gag, making appearances once in a awhile to break someone's fall or to be placed in situations of danger or pain, eventually leading to the flumphs seeking psychotherapy.

This is even referenced without an actual Flumph, with Belkar making a Flumph out of sand in the middle of a desert, which Roy promptly fell on as soon as it was finished. When Roy falls to his death, Durkon says "After all its na like Roy was expectin' thar to be some soft comphy cusion waitin' fer him when he fell At the Palace of Bloodthey were switched with another running gag, The Lawyers.

When a petrified Haley Starshine fell to the palace balcony from a great height, the lawyers were there to break her fall, while the flumphs were inexplicably litigating in court. In their latest appearance, they float unmolested through the dwarven city of Firmamentwhere the dwarves don't consider anything not touching the ground to be part of their territory.

At the time of the publication of 55, they had not been. This wiki. This wiki All wikis.

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Lawful Good. Great Fortitude, Hover, Weapon Finesse.A flumph is a small aberration that looks something like a flying jellyfish Essentially, a flumph is a vaguely pancake-shaped mass of flesh with myriad shapeless tentacles mixed in with a half-dozen or so long spikes on its underside, a hidden orifice that "expels compressed air" to move through the air as it levitates - its name actually comes from the "flumph" noise it makes when doing so - multiple orifices that can spit stinky slime, and two bobbing eyestalks.

If you're wondering what the spikes are for, they're essentially spider-style fangs; the flumph feeds by dropping onto small creatures like rats, giant bugs, goblins and kobolds and impaling them on the spikes, which secrete powerful acidic venom and digestive juices into the victim.

When they're dead, the flumph sucks up the liquified innards through the spikes. Now, this would just be any other stupid pseudo-alien critter, except for two things. Firstly, flumphs are smart - smarter than most people, in fact. Secondly, flumphs are Lawful Freaking Good aligned.

In fact, some say they were the only Lawful Good creature in the entire Fiend Folio! So, yeah, this bizarre, alien critter is actually on your side, if you're not playing a villainous party. Unfortunately for the flumphs, this same dichotomy ended up making them one of the most generally hated and despised creatures in the Monstrous Manuals. To put this in perspective, in 3rd edition, flumphs didn't appear in any of the five Monster Manualstwo Fiendish Codices yes, that is the correct plural form of "codex"or Fiend Folionor did they appear in the Lords of Madness sourcebook, which was all about aberrations.

Their only official 3. Likewise, they were left out of 4e entirely, save for an April Fool's themed adventure released online, perhaps in part because 4e was quite firm on the design mandate that "if it's Good aligned, it shouldn't really be in the Monster Manual; those books should be full of creatures you can realistically expect to battle", which is why Metallic Dragons were reinvented as Unaligned for that edition. But, in recent years, flumphs have seen something of a turning point. Pathfinder may have started it, with its "Misfit Monsters Redeemed" splat, where it answered the question "why are Flumphs Lawful Good" by making them a race of world-travelling crusaders against evil aberrations and cosmic horrors.

Yeah, that's right, the goofy space-jellyfish is basically a star-faring Paladin that wants to defeat Cthulhuand just has to recruit adventurers for the job because it's still As said creatures tend to be malicious evil, the flumph hates them and eagerly shares what information it has acquired through this brain-scanning to heroic adventurers so they can more easily defeat the monster. Namespaces Page Discussion.

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