Friday, February 24, 2017

The Flumph for Dungeon Crawl Classics [Flumph Friday February]

Flumph: Init +0; Atk: Tentacle +5 melee (1d8 + paralysis DC 14 Fort); AC 16; HD 5d8; MV fly 30’; Act 1d20; SP Aura of Law; SC Fort +1, Ref +0, Will +4, AL L


Flumphs are extra-planar creatures from the High Heavens who serve as messengers for the Lords of Order. The travel to Aerth to bestow quests, warnings, or prophecies to lawful champions. These strange creatures appear as large floating jellyfish with leathery golden hides and large eyes on the ends of long stalks. They smell of sandalwood and have airy voices like windchimes.


When forced into combat, Flumphs attack with their long tentacles. A creature struck by a Flumph tentacle must make a DC 14 Fort save or be paralyzed for 1d7 rounds. Flumphs also radiate an Arua of Law with a radius of 15 feet. Lawful characters within this aura (except the Flumph itself) regenerate 1d5 HP per round. Chaotic Clerics and all wizards suffer a -5 penalty to all their spellcasting checks while within the Flumph’s Aura of Law.

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