Drawn to the pleasant thoughts of nervous adventurers stumbling through the shadows of the underdark, Flumphs drift in colonies called cloisters, offering aid to those unfortunate enough to be seeking trouble in the deep places of the world. Although not inclined to take up arms often, a Flumph may come to see their friends as their cloister, and will fiercely defend them in dire times.
Ability Score Increase: Your Wisdom and Intelligence scores increase by 3, but your Strength score decreases by 2.
Age: Flumphs reach maturity after 20 years and can live up to 350-400 years at a stretch.
Alignment: Flumphs are generally Lawful Good creatures, finding evil thoughts sour and concerning. They operate in strong, community driven groups, where all members contribute to the survival of the others, and don’t believe in leaders.
Size: Flumphs are about the same size as a human head and are incredibly light. You count as a small creature.
Speed: Your base walking speed on your tentacles is 5 feet, but you have a base flying speed of 30 feet.
Darkvision: The two little eyes that orbit your head are accustomed to the darkness, granting you superior vision in the darkness. You can see in dim light up to 60 feet as if it were bright light, and in darkness as if it were dim light.
Languages: You understand Common and Undercommon but cannot speak. Your primary method of communication is Telepathy up to 60 feet. Additionally, Your telepathic affinity is so great that you can perceive any telepathic communications within 60 feet of you.
Telepathic Shroud: Flumphs are immune to any effect that can read their emotions, and therefore have to describe what they’re feeling for other creatures to understand the nuances of their speech. This grants you proficiency in Deception Checks.
Thought Eater: You sustain yourself, not through the consumption of food, but through the consumption of emotion runoff. You do not need to eat or drink, but being on your own will cause you to starve as if you were a human refusing to eat. Additionally, when you reach 3rd level, you can cast the spell Calm Emotions as a second level spell, once per day, and only when out of combat. Casting the spell in this way counts as a short rest for you and will allow you to spend hit dice to regenerate health.
Vulnerable Frame: Your body is built for a life of quiet contemplation, rather than conflict, and with that comes some vulnerabilities. Your mind is so sensitive that you have vulnerability to Psychic damage, and being knocked prone hampers you more than most. If you are knocked prone, roll a die. On an odd result, you are knocked upside-down and are incapacitated. At the end of each of your turns, you can make a DC 10 Dexterity saving throw, righting yourself and ending the incapacitation condition if you succeed.
Defenders in the Dark: Flumphs have barbed tentacles that they can use to lash out at predators when they’re desperate. Your unarmed melee attacks deal 1D4 piercing damage, and force creatures to pass a Constitution saving throw. The difficulty for this Constitution Saving throw is 8+ your Con mod + your proficiency bonus. On a failed saving throw, the target takes an additional 1D4 acid damage.
Flumphs are also famous for their ability to release a stench spray in response to danger. Once you reach 5th level, you can cast the Stinking Cloud spell as a 3rd level spell centered on yourself once per day. You are immune to the effects of the stinking cloud that you produce.