CREATURE 1
Perception +8; darkvision
Languages Aklo, Celestial, Common
Skills Acrobatics +7, Dark Tapestry Lore +8, 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
Upside Down A flumph that is knocked prone must succeed at a DC 11 flat check or land on its back, rendering it flat-footed and immobilized. An adjacent ally can Interact to right the flumph, removing both conditions.
Speed 5 feet, fly 25 feet
Melee spikes +7 (agile, finesse), Damage 1d4 piercing plus 1d4 persistent acid
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.
Bestiary 3, page 100.
Open Flumph in the interactive creatures list or browse all creatures starting with F.