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Flumph, Rift

Rift Flumph CR 2

A cascade of colors flash your way as this creature floats toward you, bobbing through the air like a freakish skyborne jellyfish with eye stalks.

XP 400
CG Small aberration
Init +3; Senses darkvision 60 ft.; Perception +9

DEFENSE

AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 9 (2d8)
Fort +0, Ref +3, Will +7

OFFENSE

Speed 5 ft., fly 20 ft. (perfect)
Melee sting +5 (1d4 plus acid injection)
Ranged stench spray +5 touch (nauseated 5 rounds, Fort DC 10 reduces to sickened, Range 5 ft.)
Space 2.5 ft.; Reach 5 ft.
Special Attacks stench spray (20-ft.-line, sickened 5 rounds, DC 10 Fort, usable every 1d4 rounds)

TACTICS

During Combat A rift flumph gazes its prismatic vision onto opponents, then uses lines of stench spray to weaken enemies before moving in for the kill with its sting.

Morale Rift flumphs retreat when reduced to 3 hp or less.

STATISTICS

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

SPECIAL ABILITIES

Acid Injection (Ex)

When a rift 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 rift flumph takes this acid damage automatically every round it maintains this contact with a living flumph.

Prismatic Vision (Ex)

The fundamental changes that rift flumphs have undergone drastically changed their metabolism and several bodily functions but most importantly, their vision. A rift flumph constantly emits a color spray effect (CL 2nd; Will DC 15; no spell resistance or HD limitations) in a 15-foot cone, saturating the area it is looking at with the refracted light from its body.

Stench Spray (Ex)

A rift flumph can spray a 20-ft. 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 rift flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the rift flumph must succeed at a ranged touch attack.

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).

ECOLOGY

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

Rift flumphs float on the breezes in search of prey, stunning their victims with a kaleidoscopic gaze before moving in for the kill.

A rift flumph is about 3 ft. long and weighs only 17 pounds.

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson