Monastic flumphs
Flumph, Monastic
Small Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +3 (Dex)
Speed: Fly 20 ft (average)
AC: 20 (+1 size, +3 Dex, +6 natural)
Attacks: Spikes +4 melee
Damage: Spikes 1d6 and 1d4 acid
Face/Reach: 5 ft by 5 ft/0 ft
Special Attacks: Acid, spells
Special Qualities: Nauseating spray,
darkvision 60 ft
Saves: Fort +0, Ref +3, Will +6
Abilities: Str 10, Dex 16, Con 11, Int 14, Wis
16, Cha 14
Skills: Hide +7, Listen +7, Move Silently +7,
Search +4, Spot +7
Feats: Weapon Finesse (spikes)
Climate/Terrain: Any plains, marsh, and
underground
Organization: Solitary, pair or cloister (4-32
plus 1 5th-level abbot and 1-5 3rd or 4th-level priors, plus 2-8 flumphs)
Challenge Rating: 2
Treasure: No coins or goods; standard items
Alignment: Always lawful good
Advancement: 3-6 HD (Small)
Monastic flumphs are unusual creatures that
live in quiet surroundings, where they can live in peace and study. While
common flumphs are white in color, a monastic flumph’s pale yellow or green
coloration and darker tentacles help distinguish the creature. They otherwise
look identical to other flumphs. These advanced flumphs have the ability to
cast divine spells as clerics. They are seldom seen by non-flumphs, spending
their time in cloisters where they share knowledge and worship their strange
gods.
A flumph cloister is usually found in a large
underground cavern, or a large bower constructed like a nest of grass and mud
when above ground. The monastic flumphs decorate the walls of this cloister with
vibrant images that they make by applying natural dyes with their tentacles.
These paintings are very alien, and abstract at best to humanoid viewers. They
are composed of spirals and curved lines, and some who have seen them have
deduced that these paintings may represent flumphs hunting or performing some
sort of ritual.
COMBAT
Monastic flumphs possess the same combat
capabilities and weaknesses as normal flumphs, with the ability to cast spells.
They have no need to hunt on their own, as common flumphs trade them food for
healing and leadership. Unlike their more common brethren, monastic flumphs
spend most of their time in quiet reflection. Most monastic flumphs have the
spellcasting ability of 2nd-level clerics; "priors" have the ability
of at least a 3rd-level cleric, and "abbots" are at least as powerful
as 5th-level clerics.
Spells: Monastic flumphs can cast divine
spells from the cleric list and from the Air, Good, and Law domains as
2nd-levels clerics (save DC 13 + spell level).
Acid (Ex): A flumph that hits an opponent with
its spikes injects acid into the wound, dealing 1d4 points of damage. The acid
damage continues for the next 2d4 rounds. Immersion in running water or
cleansing the wound for two full rounds stops the acid damage.
Nauseating Spray (Ex): Line, 1 foot wide, 1
foot high, and 20 feet long, once every 1d4 rounds; nauseated for 1d4 rounds;
Fortitude save (DC 11) negates. Once the save is made, that creature is immune
to the effects of that flumph’s spray for one day. The odor from this spray
lingers in the area (and on any creature hit) for 1d4 hours and can be detected
at a range of 100 feet. Creatures that come within 100 feet of an affected area
or creature during this time must succeed at a Fortitude save (DC 11) or become
nauseated for 1d4 rounds.
Feats: The monastic flumph gains the Weapon
Finesse (spikes) feat as a bonus feat.
The monastic flumph first appeared in
Monstrous Compendium Annual Two (1995).