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

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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