Flumph

Flumph

Small aberration
Challenge

STR
−2
DEX
2
CON
0
INT
2
WIS
2
CHA
0

7
2d6
14
Fort
+0
Ref
+1
Will
+3
Damage vulnerabilities psychic

Speed 1 m., fly 5 m.
Skills Arcana +3 (14), Divinity +3 (14), Lore (civilization) +1 (12)
Senses darkvision 10 m.
Languages understands Undercommon but can’t speak, telepathy 10 m.

Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 10 meters of it.

Prone Deficiency. If the flumph is knocked prone, roll 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 Difficulty 10 Reflex saving throw, righting itself and ending the incapacitated condition if it succeeds.

Spellcasting. The flumph uses Arcana (int) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It can cast the following spells:

1 mana: dampen spell, detect magic, mana burn

Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Actions (1)

Tendrils. Melee Weapon Attack: +3 to hit. Hit: 4 (1d4 + 2) piercing damage plus 4 (1d8) acid damage and the target’s armor or natural armor is corroded 1 until the end of the flumph’s next turn.

Stench Spray (1/long rest). Each creature in a 5-meter cone or line originating from the flumph must succeed on a Difficulty 10 Reflex saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 1 meter of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Underdarkmm

Spells

As a reaction, which you use when a creature that you can touch or see within 10 meters casts a spell, you can dampen the spell, making it easier to avoid or resist. The attack is made with disadvantage or each creature makes the first saving throw against the spell with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

Counterspell. You can expend 1 additional mana to attempt to interrupt the spell instead of dampen it. Make a skill check using your spellcasting skill. The Difficulty equals the creature’s spell Difficulty + the spell’s effective mana. If you have identified the spell being cast, you have advantage on this skill check.

On a success, the creature’s spell fails and has no effect.

On a failure, you dampen the spell as normal.

A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.

You gain a +1 bonus to your skill check for each additional mana expended.

(ritual); concentration, 5 minutes/mana

As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.

As an action, you pull magical energy out of a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature doesn’t have mana or ki, the spell has no effect on it.

On a failure, it takes 1d10 force damage, loses 1 mana or 2 ki, and has disadvantage on saving throws to maintain concentration on a spell until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If the creature has innate spellcasting with a set amount each day, use the highest level slot from that section to determine if the slot is lost.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d10 and the target loses 1 additional mana for each additional mana expended.

  • Antimagic Rebuke. You can expend 1 additional mana to cast the spell as a reaction, which you use when a creature that you can touch or see within 5 meters of you succeeds on a saving throw against a spell. The spellcaster is the target, the damage changes to 1d6, and additional augments increase the damage by 2d6 instead of the normal increase.