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Flumph

Flumph CR 1

This pale, jellyfish-like creature floats gently in the air, two long eyestalks extending from either side of its puckered mouth.

XP 400
LG Small aberration
Init +4; Senses darkvision 60 ft.; Perception +5

DEFENSE HP 17

EAC 11; KAC 12
Fort +1, Ref +1, Will +4

OFFENSE

Speed 5 ft., fly 30 ft. (ex, perfect)
Melee sting +4 (1d4+1 P plus acid injection)
Offensive Abilities stench spray

STATISTICS

Str +0, Dex +4, Con +0, Int +2, Wis +1, Cha +0
Skills Acrobatics +5, Culture +5, Diplomacy +10, Sense Motive +10, Stealth +10
Languages Aklo, Common

SPECIAL ABILITIES

Acid Injection (Ex)

When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid’s effects by submerging the wound in water for a round or by being treated with a DC 15 Medicine check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.

Stench Spray (Ex)

A flumph can spray a 20-foot Line“>line of foul- smelling liquid once every 1d4 rounds.

The target must succeed at a DC 12 Fortitude save or be sickened for 5 rounds. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at an attack roll against its target’s KAC. If the target is hit, it must make a DC 12 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).

ECOLOGY

Environment any land or underground
Organization solitary, pair, or colony (4-16)

Come from distant stars to protect unprepared worlds from cosmic horrors, flumphs are jellyfish-like creatures that float in the air and hunt with acidic spikes growing from their undersides.

Gentle at heart, flumphs understand that their appearance often terrifies viewers, and thus conceal themselves and observe neighboring settlements from afar, only revealing themselves when absolutely necessary. They also know full well the limitations of their fragile forms, and rather than directly opposing the horrors they seek to defeat, they prefer to recruit and advise heroes to tackle these dangerous tasks instead.

Flumphs float and speak via a constant flow of air through tiny pores in their white bodies, emitting a rhythmic puffing whenever they’re aloft. Typical flumphs weigh 15 pounds and are 3 feet across.

Flumphs deeply revere dreams, seeing them as omens and portents. While they normally mate and reproduce on the world of their birth, flumphs occasionally engage in a ritual called the Seeding, in which seed pods are flung into outer space in order to provide other planets with guardians.

Strange and enigmatic creatures, often feared for their bizarre appearances, flumphs live a difficult life, constantly attempting to warn intelligent species of horrors from other worlds, only to find themselves shunned by the very creatures they hope to enlighten.

Flumph Guardians

Some flumphs possess a radical degree of insight into the hidden secrets of the universe, allowing them to serve as quiet guardians of it. Flumph guardians are generally CR 3 creatures, with appropriately higher ability scores and hit points than their ordinary kin, as well as the following special ability.

Cosmic Awareness (Su)

A flumph has extrasensory powers that allow it to sense the presence of hostile alien and transdimensional creatures. It can detect thoughts at will, though this ability functions only against aberrations and outsiders. Its awareness of such creatures also grants it blindsense with a range of 30 feet against aberrations and outsiders and uncanny agility (as the 7th-level operative class feature) against attacks by such creatures, and a flumph always can act in the surprise round when encountering aberrations or outsiders.

In addition, a flumph gains 1 Resolve Point per day, which it can spend only in combat with an aberration or outsider, or to cast augury or hologram memory to learn more about an aberration or outsider or remove condition to negate a condition caused by an aberration or outsider. Alternatively, it can expend its Resolve Point to grant an adjacent creature blindsense 30 ft. against aberrations and outsiders, or to grant itself blindsight 60 ft. against such creatures; either effect lasts 1 hour.

Section 15: Copyright Notice

Alien Bestiary (Starfinder) © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.