Doom Flumph (5e Creature)

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Doom Flumph[edit]

Medium aberration, lawful evil


Armor Class 21 (natural armour)
Hit Points 570 (60d8 + 300)
Speed 30 ft., fly 60 ft. (hover)


STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 20 (+5) 25 (+7) 30 (+10) 21 (+5)

Saving Throws Dex +13, Int +17, Wis +20
Skills Arcana +17, History +17, Perception +20, Religion +17
Proficiency Bonus +10
Damage Resistances cold, fire, thunder, lightning, acid; bludgeoning, piercing, and slashing from nonmagical attacks that are silvered
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, paralysed, petrified
Senses blindsight 60 ft., darkvision 120 ft., truesight 60 ft., passive Perception 30
Languages understands Common and Undercommon but can't speak, telepathy 120 ft.
Challenge 30 (155,000 XP)


Advanced Telepathy. The doom flumph can perceive the content of any telepathic communication within 120 feet of it, and it can't be surprised by creatures with any form of telepathy.

Legendary Resistance (3/Day). If the doom flumph fails a saving throw, it can choose to succeed instead.

Magic Resistance. The doom flumph has advantage on saving throws against spells and other magical effects.

Telepathic Shroud. The doom flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

ACTIONS

Multiattack. The doom flumph makes five attacks in total, two of which must be with its tendrils, and only one of which can be a Triple Ray.

Tendrils. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage, plus 16 (2d8 + 7) acid damage. At the end of each of its turns, the target must make a DC 15 Constitution saving throw, taking 16 (2d8 + 7) acid damage on a failure, or ending the recurring acid damage on a success. A lesser restoration spell or similar magic cast on the target also ends the recurring acid damage.

Stench Spray. Each creature within a 15-foot cone beginning from the doom flumph must succeed on a DC 15 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d8 + 4 hours. The coated creature is poisoned for as long as the coat lasts. The creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Power Ray. Ranged Spell Attack: +19 to hit, 60 ft., one target. Hit: 32 (4d10 + 10) force damage.

Triple Ray (Recharge 5-6). Ranged Spell Attack: +19 to hit, 60 ft., one target. Hit: 15 (1d10 + 10) fire damage, additionally, the target takes 15 (1d10 + 10) cold damage, and 15 (1d10 + 10) lightning damage.


LEGENDARY ACTIONS

The doom flumph can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The doom flumph regains spent legendary actions at the start of its turn.

Ray. The doom flumph uses its Power Ray once.
Tendrils (Costs 2 Actions). The doom flumph attacks with its tendrils once.
Psionic Zone (Costs 2 Actions). Each creature within 15 feet of the doom flumph must make a DC 15 Wisdom saving throw, taking 31 (2d10 + 20) psychic damage on a failed save, or half as much damage on a successful one.
Mental Gaze (Costs 3 Actions). One creature the doom flumph can see must make a DC 18 Wisdom saving throw or become incapacitated for 1 minute, taking 18 (1d12 + 12) psychic damage at the end of each of its turns, and if this damage reduces the target to 0 hit points, it is petrified until it a greater restoration spell or similar magic is cast on it, freeing it and reviving it with 1 hit point. The creature may repeat this save at the end of each of its turns. If the doom flumph dies, or another creature uses an action to shake the affected creature, it may immediately repeat the save with advantage. The doom flumph may only target one creature at a time with this ability.

Sometimes, a flumph comes to realise that its kind is usually used for humour, as even the weakest adventurers can topple them and best them. For some flumphs, this simply will not do, as they unlock powers unknown to others of their kind, that allow them to be truly formidable threats, as they crush foes with mighty acidic tendrils, and beams of power.

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