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Oct 18th, 2019
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  1. Flumphs share the following racial traits.
  2. Creature Type. Aberration
  3.  
  4. Ability Score Increase. +1 Intelligence, +1 Wisdom.
  5.  
  6. Alignment. Flumphs are good-natured creatures
  7. who live in complex, structured societies. Most
  8. flumphs are lawful good.
  9.  
  10. Darkvision. You can see in dim light within 60 feet of
  11. you as if it were bright light, and in darkness as if it
  12. were dim light. You can’t discern color in darkness, only
  13. shades of gray.
  14.  
  15. Size. Your size is small.
  16.  
  17. Speed. Your base walking speed is 5 ft.
  18.  
  19. Advanced Telepathy. You can communicate
  20. telepathically with any creature that knows a language
  21. within 30 ft. You can perceive the content of any
  22. telepathic communication used within 30 feet of you,
  23. and you can't be surprised by creatures with any form
  24. of telepathy.
  25.  
  26. Exposed Mind. You are vulnerable to psychic
  27. damage.
  28.  
  29. Flight. You have a flying speed of 30 feet, and can
  30. hover. To use this speed, you can’t be wearing medium
  31. or heavy armor.
  32.  
  33. No Hands. You are unable to wield weapons or wear
  34. shields, and cannot use items which require
  35. manipulation, including spellcasting foci, wands, tools,
  36. etc.
  37.  
  38. Prone Deficiency. If you are knocked prone, roll a
  39. die. On an odd result, you land upside-down and are
  40. incapacitated. At the end of each of your turns, you can
  41. make a DC 10 Dexterity saving throw, righting yourself
  42. and ending the incapacitated condition if it succeeds.
  43.  
  44. Stench Spray. You can use your action to spray a
  45. foul-smelling liquid. Each creature in a 15-foot cone
  46. must succeed on a Dexterity saving throw, or be
  47. poisoned for 1d4 rounds. Creatures are poisoned while
  48. within 5 feet of the coated creature. The coated
  49. creature may make a new saving throw at the end of
  50. each of its turns, ending the effect on a success. The DC
  51. for this saving throw equals 8 + your Constitution
  52. modifier + your proficiency bonus.
  53. After you use this ability, you can't use it again until
  54. you complete a long rest.
  55.  
  56. Telepathic Shroud. You are immune to any effect
  57. that would sense your emotions or read your thoughts,
  58. as well as all divination spells.
  59.  
  60. Tendrils. Your unarmed strikes deal 1d4 piercing and
  61. 1d4 acid damage on a hit.
  62. You can use Dexterity instead of Strength for the
  63. attack and damage rolIs of your unarmed strikes. Your
  64. unarmed strikes count as a weapon with the Finesse
  65. property for all effects which require it, such as Sneak
  66. Attack.
  67.  
  68. Languages. You can understand, read, and write in
  69. Common.
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