Legacy. These stats use the original (pre-Remaster) Pathfinder Second Edition rules from Pathfinder Bestiary 3 (Second Edition).
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 (1 action) (olfactory). The flumph sprays a 20-foot line of foul-smelling liquid. Each creature caught in the spray must succeed at a DC 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.
License
Game statistics on this page are Open Game Content, used under the Open Game License v1.0a. The full license and the Section 15 copyright notice are on zapgm.com/legal.
The creature description and artwork are ZapGM Product Identity.
Pathfinder is a trademark of Paizo Inc. ZapGM is not affiliated with Paizo.