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- Flumphs share the following racial traits.
- Creature Type. Aberration
- Ability Score Increase. +1 Intelligence, +1 Wisdom.
- Alignment. Flumphs are good-natured creatures
- who live in complex, structured societies. Most
- flumphs are lawful good.
- Darkvision. You can see in dim light within 60 feet of
- you as if it were bright light, and in darkness as if it
- were dim light. You can’t discern color in darkness, only
- shades of gray.
- Size. Your size is small.
- Speed. Your base walking speed is 5 ft.
- Advanced Telepathy. You can communicate
- telepathically with any creature that knows a language
- within 30 ft. You can perceive the content of any
- telepathic communication used within 30 feet of you,
- and you can't be surprised by creatures with any form
- of telepathy.
- Exposed Mind. You are vulnerable to psychic
- damage.
- Flight. You have a flying speed of 30 feet, and can
- hover. To use this speed, you can’t be wearing medium
- or heavy armor.
- No Hands. You are unable to wield weapons or wear
- shields, and cannot use items which require
- manipulation, including spellcasting foci, wands, tools,
- etc.
- Prone Deficiency. If you are knocked prone, roll a
- die. On an odd result, you land upside-down and are
- incapacitated. At the end of each of your turns, you can
- make a DC 10 Dexterity saving throw, righting yourself
- and ending the incapacitated condition if it succeeds.
- Stench Spray. You can use your action to spray a
- foul-smelling liquid. Each creature in a 15-foot cone
- must succeed on a Dexterity saving throw, or be
- poisoned for 1d4 rounds. Creatures are poisoned while
- within 5 feet of the coated creature. The coated
- creature may make a new saving throw at the end of
- each of its turns, ending the effect on a success. The DC
- for this saving throw equals 8 + your Constitution
- modifier + your proficiency bonus.
- After you use this ability, you can't use it again until
- you complete a long rest.
- Telepathic Shroud. You are immune to any effect
- that would sense your emotions or read your thoughts,
- as well as all divination spells.
- Tendrils. Your unarmed strikes deal 1d4 piercing and
- 1d4 acid damage on a hit.
- You can use Dexterity instead of Strength for the
- attack and damage rolIs of your unarmed strikes. Your
- unarmed strikes count as a weapon with the Finesse
- property for all effects which require it, such as Sneak
- Attack.
- Languages. You can understand, read, and write in
- Common.
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