Aberration , Lawfull Good
Armor Class: 12 Hit Points: 11 (2d4) Speed: walk: 1 sqr. (1.5m), fly: 6 sqr. (9m)
Skills: arcana: +4, history: +4, religion: +4 Languages: understands Undercommon but can’t speak, telepathy 12 sqr. (18m) Passive Perception: 12 Proficiency Bonus: 1
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 15 (+2) | 10 (+0) | 14 (+2) | 14 (+2) | 11 (+0) |
Tendrils: melee attack +4 to hit, reach 1 sqr. (1.5m), one creature. 5 (1d4+2) piercing damage plus 2 (1d4) acid damage. 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. Stench Spray (1/Day): Each creature in a 3 sqr. (4.5m) cone originating from the flumph must succeed on a DC 10 Dexterity 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 with in 1 sqr. (1.5m) of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.