Flumph (CR 1/MR 1)

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

Mythic Flumph (CR 1/MR 1)
XP 400
Pathfinder Roleplaying Game Bestiary 3
LG Small aberration (alien, mythic)
Init +3; Senses cosmic awarenessMA, darkvision 60 ft.; Perception +7

Defense

AC 19, touch 14, flat-footed 16 (+3 Dex, +5 natural, +1 size)
hp 17 (2d8+8)
Fort +0, Ref +3, Will +5

Offense

Speed 5 ft., fly 20 ft. (perfect)
Melee sting +5 (1d4 plus acid injection)
Ranged spikes +5 or +3/+3 (1d4 plus acid injection and stench spray)
Special Attacks mythic power (3/day, surge +1d6), needlerMA, stench spray

Spell-Like Abilities (CL 2nd; concentration +4)
Constant—comprehend languages
At will—detect aberration
1/day—locate creature or locate object

Statistics

Str 10, Dex 16, Con 11, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats Extra Mythic PowerMF, Weapon Finesse
Skills Diplomacy +2, Fly +18, Perception +7, Sense Motive +3, Stealth +11
Languages Aklo, Common

Ecology

Environment any land or underground
Organization solitary, pair, or colony (4–16)
Treasure standard

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 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.

Cosmic Awareness (Su) A mythic flumph has extrasensory powers that allow it to sense the presence of creatures from outside the world on which they reside. A mythic flumph can use detect aberration at will as a spell-like ability and locate creature once per day, using its Hit Dice as its caster level. These abilities detect the presence of both aberrations and extraterrestrial alien creatures regardless of type but not other creatures. A mythic flumph’s cosmic awareness provides the benefits of uncanny dodge and improved uncanny dodge against such creatures. A mythic flumph may use locate object instead of locate creature but this ability can only detect objects of extraterrestrial origin (GM’s discretion).

A mythic flumph may spend one use of its mythic power as a standard action to gain the benefits of foresight against aberrations and alien creatures. As long as this foresight ability persists, the mythic flumph is also treated as having blindsight with a 60-ft. range for the purpose of detecting such creatures.

Needler (Ex) A mythic flumph can shoot its needle-like spikes as a ranged attack with a range increment of 20 feet (maximum range 100 feet). It can attack targets within the first range increment as a ranged touch attack. It can shoot a single spike as a standard action or two spikes as a full attack action. It can fire up to 6 spikes per day. Creatures struck by its spikes are affected by its acid injection and its stench spray.

Stench Spray (Ex) A flumph can spray a 20-foot line of foul-smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 10 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based.

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 a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 10 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).

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