Dungeon 118, pp. 30-31 Flumph Tiny Aberration Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 5 ft. (1 square), fly 15 (poor) Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 15 Base Attack/Grapple: +1/-9 Attack: Tentacles +6 melee (1d4-2 plus 1d4 acid) Full attack: Tentacles +6 melee (1d4-2 plus 1d4 acid) Space/Reach: 2 1/2 ft./0 ft. Special attacks: Acidic tentacles, plummeting charge, rancid spurt Special qualities: Darkvision 60 ft., helplessness, resistance to acid 10 Saves: Fort +3, Ref +3, Will +4 Abilities: Str 6, Dex 17, Con 12, Int 11, Wis 12, Cha 10 Skills: Hide +13, Listen +3, Move Silently +5, Spot +3, Survival +3 Feats: Great Fortitude, Hover, Weapon Finesse Environment: Any temperate or underground Organization: Solitary, pair, family (3-6), or tribe (7-18) Challenge Rating: 1 Treasure: Standard Alignment: Usually lawful good Advancement: 3-4 HD (Tiny), 5-6 HD (Small) Level Adjustment: +2 This strange creature is shaped like a pale greenish-yellow disk the size of a barrel lid. In the center of the disk is a twitching orifice adjoined by a pair of four-inch eyestalks. A shock of reedy spikes and thin rubbery tentacles trail from the creature's underbelly. The flumph is a tiny creature whose bizarre anatomy somewhat resembles a cross between a lorge porcelain saucer and a jellyfish. The flumph's body is shockingly light; the majority of its weight comes from the nest of spikes trailing from its lower surface. A flumph can travel slowly over the ground by pulling itself with its tentacles, but prefers to fly by constantly drawing air through its body to buoy itself up, using its body as a natural parachute. This method of flight is somewhat clumsy, but still grants the creature greater mobility than its land speed. Despite its unusual appearance, the flumph is an intelligent creature. Flumphs generally live together in small, strictly structured families, or more rarely, tribes of 2-3 families. They are nomadic creatures, and their tribal structure dictates specific roles for each member. Some are selected as hunters, others as guardians for their current home, some as entertainers, some as explorers, and so on. They are shy creatures and tend to avoid interaction with other intelligent beings; many flumph tribes live amongst other societies and are never even noticed. The average flumph is just over 2 feet in diameter but only weighs about 4 pounds. Their white saucer-shaped bodies are thin and remarkably resilient. Flumphs can eat animal and vegetable matter, but prefer to eat minerals (especially salt) that have been broken down into a thick sludge by their acidic tentacles. They absorb this sludge through the hollow spikes that hang from their undersides. Flumphs have no sense of smell. All flumphs can speak Celestial, although a few are bright enough to have also learned Common. Combat Flumphs are poor fighters and aren't known for aggression. Nevertheless, they have several effective methods of defending themselves. In combat, a flumph's first instinct is to spray attackers with a spurting stream of vile-smelling fluid. If this doesn't work, the flumph either flees or tried to get into a position above its enemy so it can use its plummeting charge attack. A flumph denied these options flails at enemies with its short tentacles. Although these tentacles do little physical damage, the acid they ooze more than makes up for it. Acidic Tentacles (Ex): Acid damage from a flumph's tentacle or plummeting charge is considered to be continual damage for purposes of spellcasting. Additionally, the acid continues to burn for 1 point of acid damage a round for 1d4 rounds. Damage from multiple acid attacks is cumulative, and the duration of the continual damage from each attack should be determined separately. The acid can be negated with a thorough flushing with water (requiring a full round action or total immersion) or a successful Heal check (DC 18). Plummeting Charge (Ex): A flumph that charges an opponent from an initial position directly above the target can attack with its spikes as a +8 melee attack (this includes the +2 bonus for chargins). A hit indicates the flumph stabs its spikes deeply into the target for 1d8 damage plus 1d4 acid damage. This attack does not provoke an attack of opportunity from the target. After a successful plummeting charge, the flumph immediately detaches and moves into any adjacent square next to the target. Rancid Squirt (Ex): Once per day, a flumph can spurt a spray of foul fluid in a 20-foot cone. The nasty fluid clings to any material it touches and continues to reek for 1d4 hours. Upon being initially struck by the fluid, a creature must make a Fortitude save (DC 12) or become nauseated for 2d4 rounds and sickened for 2d4 rounds after that. The stench of the fluid is so overwhelming that any creature within a 100-ft radius of an area, creature, or object so tainted must make a Fortitude save (DC 12) or become sickened for 2d4 rounds. A creature that successfully saves is immune to the smell for 24 hours. Helplessness (Ex): A flumph that is flipped over becomes helpless, disoriented, and falls to the ground. While flipped over, a flumph cannot exude acid from its tentacles - it can barely move and talk. It can attempt to right itself once per day by making a successful DC 20 Escape Artist check, but otherwise the creature is stuck on its back until an ally flips it over. A flumph can be flipped with a successful trip attack, or by failing its Fortitude save when exposed to high wind.