AngrySpirit
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In an effort to bridge the gap between PFRPG devs and those who love the Flumph... you two gamers know who you are, I have hopefully altered the Flumph stats to the new PFRPG standards.Thus allowing James and Erik to focus on getting the books out the door. Enjoy
FLUMPH, UMPH CR7(3,200 XP)
LN Large Aberration
Init +1(Dex); Senses All-around vision, darkvision 60 ft, Perception +10
DEFENSE
AC 18, touch 10, flat-footed 18 ( +1 Dex, +8 natural,-1 size)
hp 32 (6d8+9)
Fort +7, Ref +2, Will +6
Defensive Abilities
OFFENSE
Spd Fly 20 ft.
Space 10 ft; Reach 5 ft
MeleeSpikes +10 melee (1d8 plus acid), 2 Eye Rays +4 ranged touch
Special Attacks acid, engulf, eye rays, Nauseating spray, pounce
STATISTICS
Str 22, Dex 12, Con 17, Int 10, Wis 14, Cha 10
Base Atk +4; CBM +11(+15 Grapple); CMD +12
Feats Weapon Finesse (spikes), Improved Grapple
Skills Stealth +10, Survival +7
ECOLOGY
Enviornment Any underground
Organization solitary
Treasure None
SPECIAL ABILITIES
Eye Ray(Su) Each of the flumph’s eye rays resembles a spell cast by a 5th level caster. Both eyes have a range of 30 feet and a save DC of 13. The rays include:
Sleep :This works like the spell, except that it affects one creature with any number of hit dice(Will negates).
Slow : this works like the spell, except it affects only one creature. The target can make a will save to negate the effect.
Pounce (Ex) When a flumph falls 10 feet effectively charging downward, it can make a full attack.
Engulf (Ex) A flumph who hits with its spikes can start a grapple as a free action without provoking an attack of opportunity against creatures at least one size category smaller than itself. If the flumph wins the grapple check, it establishes a hold and gains a +4 to its next attack roll.
While engulfed, the flumph can still use it’s eyestalks to affect other targets.
Acid (Ex) When a flumph hits an opponent with its spikes, it injects a potent acid into the wounds. This acid deals 1d8 points of damage to the opponent for 4d4 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, 5 foot wide, 5 foot high, and 30 feet long, once every 1d4 rounds; nauseated (no action other than a single move or move-equivalent action) for 1d8 rounds; Fortitude save (DC 15) negates.
The odor from this spray lingers in the area (and on any creature hit) for 1d8 hours and can be detected at a range of 300 feet.
A flumph appears as a jellyfish-like creature about eight feet in diameter. Its body is round and almost flat. The body is flanked by two eyestalks, each about ten inches long. Several long tentacles hang from the creature's underside, concealing a mass of large spikes. A flumph is pure white in color with slightly darker tentacles.
In Combat, the flumph hovers a 20 feet above the ground, or hangs motionless in trees or similar concealment, hunting medium creatures such as humans, elves, and orcs. When it finds a medium creature, it falls ten feet, and drops onto its prey, engulfing them, piercing them with its spikes and injecting its acid into the wounds.
If the prey escapes the engulf, the flumph uses its eyestalks to slow down its victims or puts them to sleep.
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.
Adam Daigle
Director of Narrative
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I fear their hatred runs that deep.
However, I do know they hold the launch codes to a completely PRPG revised version of the flumph complete with an illustration.* Only time will tell when flumph persecution is a foolish stance of our forefathers.
*