Library / Bestiary

Flumph

CR 1.00 Aberration LG Small
This pale, jellyfish-like creature floats gently in the air, two long eyestalks extending from either side of its puckered mouth.

Come from distant stars to protect unprepared worlds from cosmic horrors, flumphs are jellyfish-like creatures that float in the air and hunt with acidic spikes growing from their undersides. Gentle at heart, flumphs understand that their appearance often terrifies viewers, and thus conceal themselves and observe neighboring settlements from afar, only revealing themselves when absolutely necessary. They also know full well the limitations of their fragile forms, and rather than directly opposing the horrors they seek to defeat, they prefer to recruit and advise heroes to tackle these dangerous tasks instead.

Flumphs float and speak via a constant flow of air through tiny pores in their white bodies, emitting a rhythmic puffing whenever they're aloft. Typical flumphs weigh 15 pounds and are 3 feet across. Flumphs deeply revere dreams, seeing them as omens and portents. While they normally mate and reproduce on the world of their birth, flumphs occasionally engage in a ritual called the Seeding, in which seed pods are flung into outer space in order to provide other planets with guardians.

STR
10
DEX
16
CON
11
INT
10
WIS
14
CHA
10
HP
9 (2d8)
AC
18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
Speed
5 ft., fly 20 ft. (perfect)
Init
+3
Melee
sting +5 (1d4 plus acid injection)
BAB
+1
CMB
+0
CMD
13
Fort
+0
Ref
+3
Will
+5

Stench Spray — 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).

Diplomacy +2, Fly +18, Perception +7, Sense Motive +3, Stealth +11

Details
Type
Aberration
Alignment
LG
Size
Small
Environment
any land or underground
Organization
solitary, pair, or colony (4-16)
Treasure
standard
Senses
darkvision 60 ft.; Perception +7
Languages
Aklo, Common
Source
Bestiary 3
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.