Mythic Flumph

Mythic Flumph CR 1/MR 1

XP 400
LG Small aberration (alien, mythic)
Init +3; Senses cosmic awareness, darkvision 60 ft.; Perception +7

DEFENSE

AC 19, touch 14, flat-footed 16 (+3 Dex, +5 natural, +1 size)
hp 17 (2d8+8)
Fort +0, Ref +3, Will +5

OFFENSE

Speed 5 ft., fly 20 ft. (perfect)
Melee sting +5 (1d4 plus acid injection)
Ranged spikes +5 or +3/+3 (1d4 plus acid injection and stench spray)
Special Attacks mythic power (3/day, surge +1d6), needler, stench spray
Spell-Like Abilities (CL 2nd; concentration +4)

STATISTICS

Str 10, Dex 16, Con 11, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats Extra Mythic Power, Weapon Finesse
Skills Diplomacy +2, Fly +18, Perception +7, Sense Motive +3, Stealth +11
Languages Aklo, Common

SPECIAL ABILITIES

Acid Injection (Ex)

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

Cosmic Awareness (Su)

A mythic flumph has extrasensory powers that allow it to sense the presence of creatures from outside the world on which they reside. A mythic flumph can use detect aberration at will as a spell-like ability and locate creature once per day, using its Hit Dice as its caster level. These abilities detect the presence of both aberrations and extraterrestrial alien creatures regardless of type but not other creatures. A mythic flumph’s cosmic awareness provides the benefits of uncanny dodge and improved uncanny dodge against such creatures. A mythic flumph may use locate object instead of locate creature but this ability can only detect objects of extraterrestrial origin (GM’s discretion).

A mythic flumph may spend one use of its mythic power as a standard action to gain the benefits of foresight against aberrations and alien creatures. As long as this foresight ability persists, the mythic flumph is also treated as having blindsight with a 60-ft. range for the purpose of detecting such creatures.

Needler (Ex)

A mythic flumph can shoot its needle-like spikes as a ranged Attack with a range increment of 20 feet (maximum range 100 feet). It can Attack targets within the first range increment as a ranged touch Attack. It can shoot a single spike as a standard action or two spikes as a full Attack action. It can fire up to 6 spikes per day. Creatures struck by its spikes are affected by its acid injection and its stench spray.

Stench Spray (Ex)

A flumph can spray a 20-foot 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 flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch Attack (+5 for most flumphs). 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).

ABOUT

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

This pale, jellyfish-like creature floats gently in the air, two long eyestalks extending from either side of its puckered mouth.

Come from distant stars to protect unprepared worlds from cosmic horrors, flumphs are jellyfish-like creatures that float in the air and hunt with acidic spikes growing from their undersides. Gentle at heart, flumphs understand that their appearance often terrifies viewers, and thus conceal themselves and observe neighboring settlements from afar, only revealing themselves when absolutely necessary. They also know full well the limitations of their fragile forms, and rather than directly opposing the horrors they seek to defeat, they prefer to recruit and advise heroes to tackle these dangerous tasks instead.

Flumphs float and speak via a constant flow of air through tiny pores in their white bodies, emitting a rhythmic puffing whenever they’re aloft. Typical flumphs weigh 15 pounds and are 3 feet across. Flumphs deeply revere dreams, seeing them as omens and portents. While they normally mate and reproduce on the world of their birth, flumphs occasionally engage in a ritual called the Seeding, in which seed pods are flung into outer space in order to provide other planets with guardians.

Strange and enigmatic creatures, often feared for their bizarre appearances, flumphs live a difficult life, constantly attempting to warn intelligent species of horrors from other worlds, only to find themselves shunned by the very creatures they hope to enlighten.

Filled with altruistic urges to warn fellow sentient beings of the sinister things lurking in the folds beyond space and time, flumphs’ pleas often fall on deaf ears. Taking their common name from the rhythmic air exchange keeping them aloft, flumphs keep small families in hidden places across those planets where they make their homes, ready to lend a hand in defeating any horrors from the cosmic depths and beyond that might invade these placid worlds.

While naturally shy and cognizant of their alien appearance, flumphs attempt contact with anyone willing to listen to their stories and heed their apocalyptic warnings.

Most adventurers encountering these creatures find them frightening and mark them as enemies, and so flumphs often take great pains to appear unaggressive. Despite their bizarre nature, they only seek audiences with benevolent and intelligent creatures so they might prepare them to respond to the threats from afar.

When hunting or forced to aggression, flumphs Attack by dropping down onto foes to pierce them with hollow spikes of cartilage or by slapping at them with their tentacles. The physical damage from their tentacles is minimal. However, their strange physiology causes them to produce an acidic slime that coats their wriggling bodies. This slime causes a burning pain in those struck, and prolonged contact dissolves minerals and organic matter.

Flumphs are consummate observers, lurking just outside of humanoid communities and watching the movements of the creatures they are bound to protect. Most sages familiar with the flumphs agree that these creatures hail from beyond this world, and may have arrived through gates used by ancient, magical empires to visit other planets.

In fact, the truth is much stranger: when it comes time to reproduce, flumphs sometimes send their durable seeds flying toward other worlds, carrying with them the burden of enlightening the local populace about the celestial threats that loom at the universe’s edge.

A flumph resembles a pallid disk trailing dozens of writhing tentacles and hollow, needle-sharp spikes, almost like a flattened jellyfish. Its pale skin is nearly transparent in direct sunlight, and atop its domed body stand two eyestalks holding unblinking eyes with dark, horizontal pupils like those of a goat. Normally reaching up to 3 feet in diameter, the flumph weighs only 15 pounds, with most of the weight accounted for by its rigid spikes and tough tentacles. The flumph’s tentacles grow slightly longer than the width of its body, allowing it to reach entirely across its own width. These tentacles are as agile as human fingers, and when used in groups can manipulate objects as easily as human hands do.

Except when sleeping or feeding in their homes, flumphs constantly float in midair, their highly specialized method of flight allowing them to hover motionless when desired.

As flumphs float through the air, they create a low, vibrating hum as thousands of pores like spiracles or stomata take in and release air in tiny jets, keeping the creatures aloft.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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