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Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Flumphs reach maturity quickly, around 10 years old, and live for a few hundred years. In settings where they are capable of interstellar travel, they enter a state of cryptobiosis (where they don’t age) to do so.
Alignment. Nearly all flumphs are lawful good. On worlds where this is common knowledge, the few evil and chaotic flumphs take great pleasure in exploiting people’s expectations.
Size. Small. Flumphs weigh approximately 15 lb, and their central saucer is approximately 2 feet wide and 4 inches thick. Their tendrils are also approx 2 feet long, and their eyestalks are about 4 inches long.
Aberration. You count as an aberration for determining what game effects can affect you. Despite your anatomy, you also count as a humanoid.
Speed. Your base walking speed is 30 feet.
Low Hover. You don't have a fly speed, but your saucer hovers above the ground a distance equal to 3 times your Constitution score, in inches, measured from the bottom of your saucer. You can temporarily exceed this height as per the standard jumping rules.
e.g. a flumph with Str 12 and Con 8 floats 2 feet above the ground, and can make a “running high jump” to briefly attain a height of 6 feet.
You ignore difficult terrain and other hazards (such as the grease spell) that are shorter than your hover height. You can hold your tendrils sideways so their contribution to your “thickness” is negligible.
Alien Anatomy. At the GM’s discretion, you may be unable to wear various items of clothing (including, but not limited to: armor, boots, necklaces/amulets, rings) without custom fitting. Such items generally cost twice their listed price. Magic items may also require modifications, which risk destroying the item’s magical properties unless carried out by a master craftsperson in a well-appointed workshop.
Noxious Spray. Once per short rest, you can use your action to squirt fluid from an aperture on your body’s rim. Each creature in a 15 ft. cone must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. Creatures that fail their saves are covered in foul-smelling liquid, and have disadvantage on any ability check to interact socially with another creature. At the GM’s discretion, this may also apply to the morale of hirelings, and to the initial reactions of NPCs.
Splat! When calculating falling damage, you treat the fall as half its actual distance, rounded down to the nearest 10 ft. While unarmored, you also confer this benefit to any creature who falls on you. However, if the creature still takes any falling damage, you take the same amount of damage.
Stinger. You have a natural weapon that inflicts 1d6 acid damage (no ability modifier) on a successful hit. This is a finesse weapon.
Tendrils. You have many (roughly two dozen) prehensile tendrils which can hold objects. However, you lack the coordination needed to manipulate more than two of them at any time. This means:
- You don’t get extra actions in combat, or more attacks than normal when using the Attack action.
- You must use both “active” tendrils to wield a weapon two-handed.
- You choose which two tendrils to use at the beginning of your turn (as a free action), and your choice applies until your next turn. i.e. you cannot attack with a greatsword, then switch to a held shield during other creature’s turns.
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