Source: http://z3.invisionfree.com/bogleech/index.php?showtopic=2507&st=885 ^

<1><2><3>


FREQUENCY: Rare
FREQUENCY: Very rare ([Temperate Wilderness Plains], [Temperate Wilderness Desert])
FREQUENCY: Very rare ([Tropical Wilderness Plains], [Tropical Wilderness Desert])

FREQUENCY: Rare ([Dungeon Level II])

NO. APPEARING: 2-16
ARMOR CLASS: Upper surface 0; underside 8
MOVE: 6" (MC: D)
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 plus 1-4 (acid)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Squirt <>
INTELLIGENCE: Average (8-10)
ALIGNMENT: Lawful good
SIZE: S (2' diameter) <(WEIGHT=?)>
LEVEL/X.P. VALUE: II | 36 + 2

These strange creatures are saucer shaped && pure white in colour.<4>
The mouth is at the centre of the upper surface which is AC0;
either side of the mouth is a 4" long eyestalk.
The underside is AC8 and carries a mass of small spikes and numerous small tentacles.

The  'flies' by sucking air into its mouth and expelling it through its underside.
Normally it floats about 4" above the ground but can fly up to 10', particularly for attack purposes.

Squirt: Normally the  repels an attack with a squirt of foul-smelling liquid;
this can strike anyone within a 60° arc up to a range of 20' --
any victim who fails his save (vs. poison) will FLEE in disgust.
The liquid is squirted through an aperture on the creature's 'equator' --
the horizontal line of max. diameter.
For 1-4 hours afterwards, a victim struck by this liquid will be shunned by his companions who will not be able to tolerate his presence within 100' until the effects wear off.
<link: DSG odor rules>

If this method of {repulsion} fails the flumph will rise above itsTARGET and DROP vertically on its chosen victim.
The spikes collectively inflict 1-8 HP of damage and the tentacles fill the wounds with an acid which does an additional 1-4 HP of damage,
the latter damage recurring for the next 2-8 rounds unless magical means are used to negate the acid (alchemists have so far failed to create an effective antidote).

is helpless if turned over.

The creature can communicate in the lawful alignment tongue, <change to : LG alignment tongue?>
though its vocabulary is severely limited.
 

        by Ian McDowall && Douglas Naismith


1. Life Cycle: A flumph reproduces about every two years by budding,
producing 1d8 tiny flumphs on its underside.
These become independent after about three months when they reach two inches in diameter.
They grow to adult size within a month, and live for 20 years. - Flumph, Monstrous Manual


Lunamancer wrote:
Col_Pladoh wrote:
Mislead the players, or stop them from metagaming.

Would you believe this group actually used a hearts desire to bring a flunkh back to life because they wanted to "gamble" a bit more.

Indeed, and the odds with that silly monster are better than those of a Deck of Many Things...
something my players and many other like groups seem to have loved messing around with 

Cheers,
Gary
 

Quote:
Originally Posted by Aeolius
I suppose each player and DM harbors their own beliefs as to what a "classic" critter might be. For me, hags are the penultimate critter. Another suitable response might be flumphs, which have been vastly overlooked in 3e, or the dragon turtle, which has been denied "true" dragon status time and time again.

(edit: Gary, if you ever get the deranged desire to play an ixitxachitl PC, just let me know) )
 


A flumph??? 

As for playing an ixitxachitl PC, that would be Steve Marsh 


Gary

<trim>
 

Quote:
Originally Posted by Aeolius
To be fair, in my campaigns flumphs are known as uphlum and are related to both aboleth and mind flayers.
 


Flumphs, heh-heh-heh.

Sorry, but I couldn't resist the urge.

Cheers,
Gary
 


<chat.j4>

<1: image = x : not pure white>
<2: as well, goblins are not green>
<3: as well, that looks like a giant flumph, if those are supposed to be goblins>
<4: white is not a colour!>

<
SIZE.WEIGHT:
AGE:
DIET:
EDIBLE: said to be foul-tasting
>