The Flumph is a Level 1 creature, with Armor Class 17 and 17 hit points. A benevolent, saucer-shaped aberration that drifts through the air to warn others of dark cosmic threats.
- **Upside Down** A flumph that is knocked prone must succeed at a DC 11 flat check or land on its back, rendering it flat-footed and immobilized. An adjacent ally can Interact to right the flumph, removing both conditions.
- **Spray Perfume** (olfactory) The flumph sprays a 20-foot line of foul-smelling liquid.
Each creature caught in the spray must succeed at a 16 Fortitude save or become sickened 1 (sickened 2 on a critical failure). The odor from the spray lingers for 1d4 hours on all creatures that failed their saves. The sprayed creatures can be detected by smell at a range of 100 feet, and any creatures adjacent to them take a –2 circumstance penalty to saves against Spray Perfume or to recover from the sickened condition. The flumph can't use Spray Perfume again for 1d4 rounds.
Common Questions
How much HP does a Flumph have?
17 hit points.
What level is a Flumph?
Level 1.
What is a Flumph's Armor Class?
AC 17.
How fast can a Flumph move?
Speed 5 ft., fly 25 ft.
Use Flumph at your table
Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Flumph into a ZapGM campaign and customize it further.
Official stats from the Pathfinder 2e (Second Edition) System Reference Document (SRD), free to use under the ORC open license.