Flumph
Creature 1 — aberration
Pre-Remaster content. May include legacy alignment.
Even among the numerous types of tentacled aberrations populating the lands of Golarion, flumphs are an anomaly. Unlike most other aberrations, flumphs' monstrous appearance belies their true nature as gentle, good-natured creatures whose self-imposed duty is to bolster the defenses of worlds across the multiverse against onslaught from the cosmic horrors of the Dark Tapestry between the stars. Flumphs are small, jellyfish-like creatures who normally float about 5 feet off the ground on a self-
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +8
Skills acrobatics +7, diplomacy +7, stealth +7
Str
+0
Dex
+4
Con
+0
Int
+1
Wis
+3
Cha
+2
AC 17
Fort +5
Ref +9
Will +8
HP 17
Speed 5 feet, fly 25 feet
Offense
Melee Spikes +7, Damage 1d4 piercing plus 1d4 acid
Abilities
Upside Down — A flumph that is knocked Prone must succeed at a DC 11 Flat check or land on its back, rendering it Off-Guard and Immobilized. An adjacent ally can Interact to right the flumph, removing both conditions.
Spray Perfume (olfactory) — The flumph sprays a 20-foot line of foul-smelling liquid. Each creature caught in the spray must succeed at a DC 16 Fortitude save or become Sickened 1 (Sickened 2 on a critical failure).
The odor from the spray lingers for 1d4 hours on all creatures that failed their saves. The sprayed creatures can be detected by smell at a range of 100 feet, and any creatures adjacent to them take a -2 circumstance penalty to saves against Spray Perfume or to recover from the sickened condition.
The flumph can't use Spray Perfume again for 1d4 rounds.
Run Flumph in the encounter builder — free, no install.
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