In D&D 5e, a flumph doesn’t clear the criteria for being a warlock patron because, frankly, they’re wimps: a flumph has a 1/8 CR. Maybe some individual flumph levels up by some insane amount and grows sufficiently robust. However, let us analyze what patron fits into it. Neither Archfey, Fiend, Great Old One, Hexblade, nor even Celestial (flumphs aren’t extraplanar) can do it. No, you would need a custom patron to make this work even nominally. But something to consider: what about a massive colony of flumps? After all, they all have telepathy and are lawful good. They might function like a non-hostile Borg. Heck, what if flumphs shared that lore trait with the aboleths: a race-wide hive mind that stretches back to the first flumph?
What is a Flumph in 5e dnd?
Flumps were mysterious and benevolent creatures that drifted through the Underdark. X the Mystic’s 1st rule of dungeon survival. Our friendly flying jellyfish makes a triumphant return in the 5th edition and appears in the Monster Manual (2014). Though this return isn’t without massive changes to our dear Flumphs, it might be for the better if it means they aren’t a part of adventures as just a gag. These creatures keep the same basic structure but have tan bodies, blue tentacles, and two eyestalks.
The artwork of the Flumph doesn’t show any apertures for its Stench Spray or its means of propulsion. It does mention in its lore that it has jets that make the same sound as its name: Flumph 5e. Flumphs float through the Underdark and feed off the mental energies of other creatures, though not in any way that might cause undue harm to animals. Most creatures would never realize that their mental energy is being fed on as the Flumphs are very considerate about their feed.
Their favorite meal is the mental energies of good creatures. They are stuck in the Underdark, home to all sorts of horrible creatures like Aboleths, Mindflayers, and even some Githyanki, and those creatures have dark, twisted minds. When a 5e Flumph senses a reasonable creature, they will immediately approach the beast for the chance to get good mental energy, not the sick and disgusting powers that they typically exist off. They will also use their telepathy to no longer speak and explain to these adventurers that there are evil creatures nearby and how they can get there even if it means the Flumph needs to find a new ‘feeding ground’ of mental energy.
What are the characteristics of Flumph 5e?
They dislike evil creatures a great deal, though they have no natural way of dealing with them. Instead, they are forced to live off bad mental energies, which I can only imagine is a horrible fate for these cute guys. Flumps live in complex cloisters, though no one 5e Flumph can be identified as the leader as each Flumph has an essential job inside their society. Flumps glow softly, and so if you are ever in the Underdark and see a few faint lights off in the darkness, don’t worry its probably just a few Flumphs slowly flumphing their way over to you, or it’s a raiding party of drow in which case you should pry start running.
These cute tiny flying jellyfish are the only lawful good creatures that now reside in the Underdark. I know we usually start off complaining about how ugly the creature we are examining is. Still, the Flumph isn’t as ugly as much as it is just weird-looking, and we might even go so far as to say cute. Visually, the Flumph hasn’t changed much at all over the editions. It has a round saucer-like body, with two long eye tendrils protruding from it, and a mouth is in the center of the saucer body. Its underneath has a mass of tiny tentacles and spikes, and its colors have varied slightly. Still, overall, it has remained the same tanto blue-ish color.
Advanced Telepathy
The flumph can perceive the content of any telepathic communication used within 60 feet of it. It can’t be surprised by creatures with any form of telepathy.
Prone Deficiency: If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud: The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
Action
Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Stench Spray (1/Day): Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts. And other animals are poisoned while within 5 feet of the coated creature. A creature can remove the stench itself by using a short rest to bathe in water, alcohol, or vinegar.
In Dnd, can a warlock make Flumph 5e its patron?
The only thing keeping you from making something your patron is your DM, ultimately. There are no fundamental rules about what can and can’t be a warlock’s patron, just different flavors (patron subclasses) to choose from. However, the patron has more power (or at least equal to) a level 20 warlock to transfer said power to the warlock. Otherwise, they need, in turn, some other entity they are taking control of and siphoning it to the warlock. A flumph 5e has no innate magic. The only ability it has is telepathy, the ability to read emotions and feed off psychic energy. They certainly can’t hurt someone on par with an Eldritch Blast, nor would it want anyone else to, as they are gentle beings who dislike aggression (not even the emotion!).
But there can always be exceptions, maybe a flumph 5e who fed off of too much Mindflayer energy and became more. Equally, if it ‘ate’ enough mental strength of a powerful eldritch creature, maybe you could say it became powerful enough to befriend your warlock then and make a pact with them. Maybe they’re not powerful themselves but have been feeding off of this eldrich, powerful entity, and it forms a bond with the warlock, serving as a conduit for the power. (That’d be a fun take for a Pact of the Chain warlock, with the flumph 5e being the familiar!)
Summary
Creature | Flumph 5e |
---|---|
Armor Class | 12 |
Speed | 5 feet.Fly 30 ft. |
Hit Points | 7 (2d6) |
Details | Small aberration, lawful good |
STR | 6 (-2) |
DEX | 15 (+2) |
CON | 10 (0) |
INT | 14 (+2) |
WIS | 14 (+2) |
CHA | 11 (0) |
Skills | History +4, Arcana +4, Religion +4 |
Damage | Vulnerabilities psychic |
Senses | Darkvision 60 feet. |
Languages | Knows Undercommon but can not speak, telepathy 60 feet. |
Challenge | 1/8 (25 XP) |
In D&D 5e, a flumph doesn’t clear the criteria for being a warlock patron because, frankly, they’re wimps: a flumph has a 1/8 CR. Maybe some individual flumph levels up by some insane amount and grows sufficiently robust. However, let us analyze what patron fits into it. Neither Archfey, Fiend, Great Old One, Hexblade, nor even Celestial (flumphs aren’t extraplanar) can do it. No, you would need a custom patron to make this work even nominally. But something to consider: what about a massive colony of flumps? After all, they all have telepathy and are lawful good. They might function like a non-hostile Borg. Heck, what if flumphs shared that lore trait with the aboleths: a race-wide hive mind that stretches back to the first flumph?
What is a Flumph in 5e dnd?
Flumps were mysterious and benevolent creatures that drifted through the Underdark. X the Mystic’s 1st rule of dungeon survival. Our friendly flying jellyfish makes a triumphant return in the 5th edition and appears in the Monster Manual (2014). Though this return isn’t without massive changes to our dear Flumphs, it might be for the better if it means they aren’t a part of adventures as just a gag. These creatures keep the same basic structure but have tan bodies, blue tentacles, and two eyestalks.
The artwork of the Flumph doesn’t show any apertures for its Stench Spray or its means of propulsion. It does mention in its lore that it has jets that make the same sound as its name: Flumph 5e. Flumphs float through the Underdark and feed off the mental energies of other creatures, though not in any way that might cause undue harm to animals. Most creatures would never realize that their mental energy is being fed on as the Flumphs are very considerate about their feed.
Their favorite meal is the mental energies of good creatures. They are stuck in the Underdark, home to all sorts of horrible creatures like Aboleths, Mindflayers, and even some Githyanki, and those creatures have dark, twisted minds. When a 5e Flumph senses a reasonable creature, they will immediately approach the beast for the chance to get good mental energy, not the sick and disgusting powers that they typically exist off. They will also use their telepathy to no longer speak and explain to these adventurers that there are evil creatures nearby and how they can get there even if it means the Flumph needs to find a new ‘feeding ground’ of mental energy.
What are the characteristics of Flumph 5e?
They dislike evil creatures a great deal, though they have no natural way of dealing with them. Instead, they are forced to live off bad mental energies, which I can only imagine is a horrible fate for these cute guys. Flumps live in complex cloisters, though no one 5e Flumph can be identified as the leader as each Flumph has an essential job inside their society. Flumps glow softly, and so if you are ever in the Underdark and see a few faint lights off in the darkness, don’t worry its probably just a few Flumphs slowly flumphing their way over to you, or it’s a raiding party of drow in which case you should pry start running.
These cute tiny flying jellyfish are the only lawful good creatures that now reside in the Underdark. I know we usually start off complaining about how ugly the creature we are examining is. Still, the Flumph isn’t as ugly as much as it is just weird-looking, and we might even go so far as to say cute. Visually, the Flumph hasn’t changed much at all over the editions. It has a round saucer-like body, with two long eye tendrils protruding from it, and a mouth is in the center of the saucer body. Its underneath has a mass of tiny tentacles and spikes, and its colors have varied slightly. Still, overall, it has remained the same tanto blue-ish color.
Advanced Telepathy
The flumph can perceive the content of any telepathic communication used within 60 feet of it. It can’t be surprised by creatures with any form of telepathy.
Prone Deficiency: If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud: The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
Action
Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Stench Spray (1/Day): Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts. And other animals are poisoned while within 5 feet of the coated creature. A creature can remove the stench itself by using a short rest to bathe in water, alcohol, or vinegar.
In Dnd, can a warlock make Flumph 5e its patron?
The only thing keeping you from making something your patron is your DM, ultimately. There are no fundamental rules about what can and can’t be a warlock’s patron, just different flavors (patron subclasses) to choose from. However, the patron has more power (or at least equal to) a level 20 warlock to transfer said power to the warlock. Otherwise, they need, in turn, some other entity they are taking control of and siphoning it to the warlock. A flumph 5e has no innate magic. The only ability it has is telepathy, the ability to read emotions and feed off psychic energy. They certainly can’t hurt someone on par with an Eldritch Blast, nor would it want anyone else to, as they are gentle beings who dislike aggression (not even the emotion!).
But there can always be exceptions, maybe a flumph 5e who fed off of too much Mindflayer energy and became more. Equally, if it ‘ate’ enough mental strength of a powerful eldritch creature, maybe you could say it became powerful enough to befriend your warlock then and make a pact with them. Maybe they’re not powerful themselves but have been feeding off of this eldrich, powerful entity, and it forms a bond with the warlock, serving as a conduit for the power. (That’d be a fun take for a Pact of the Chain warlock, with the flumph 5e being the familiar!)
Summary
Creature | Flumph 5e |
---|---|
Armor Class | 12 |
Speed | 5 feet.Fly 30 ft. |
Hit Points | 7 (2d6) |
Details | Small aberration, lawful good |
STR | 6 (-2) |
DEX | 15 (+2) |
CON | 10 (0) |
INT | 14 (+2) |
WIS | 14 (+2) |
CHA | 11 (0) |
Skills | History +4, Arcana +4, Religion +4 |
Damage | Vulnerabilities psychic |
Senses | Darkvision 60 feet. |
Languages | Knows Undercommon but can not speak, telepathy 60 feet. |
Challenge | 1/8 (25 XP) |