These cute little flying jellyfish are one of the few legally good creatures now living in the dungeon. I know we’re used to complaining about the ugliness of the creature we’re investigating, but Flumfa isn’t as ugly as it looks, you might even say it’s cute. Visually, Flumph hasn’t changed much in all publications. It has a round, saucer-shaped body from which two long eyebrows emerge, and in the middle of the saucer there is a mouth. It had many small tentacles and thorns in the background, and the colours varied a little, but generally it remained the same light brown colour as the bluish colour.
Where did these friendly little flying creatures come from and how did they evolve through publications? Let’s go to the first question.
AD&D – Flumph
No Appears: 2-16
Reservation Class: Top 0; Bottom 8
Success dice: 2
% in protocol: Zero
Treasury: Attack number zero: 1
Damage/attack:1-8 plus 1-4 (acid)
Special attacks: No, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no, no.
Special protective equipment: See
Magical resistance:. Standard
Intellect: Average alignment
: Legal ownership
Size: S (2′ diameter)
Version capacity: Zero
Level/XP value: 11/36+2 per contact point
Fiend Folio, 1981 TSR Inc.
We met Flumph in Folio Fiend (1981), the folio of the monsters who gave us hits like Bear Gorilla, Mountain Leech, and Oskip… although he also gave us Kuo-Toahua, Gityanka/Gitzerai and Tabaksi. Only a few creatures from the Monster Folio still exist in the 5. Edition, although the real cult Dungeons and Dragons and Flumph are no exception, although our jellyfish ancestor friends were only released as an April Fool’s joke for 4th.
The Flumphs of the Devil’s Folio are pure white and belong to their own category, for they are one of only two creatures of legitimate good of the Devil’s Folio; the other is sometimes a creature of legitimate good Aleax, a physical manifestation of the God of Vengeance. It’s nice to see that there’s at least one creature in the book that you’re not trying to kill on the spot. The description of the book becomes interesting as it begins to describe how it flies:
The flash flies, sucks air into the mouth and throws it through the foot of the mouth. He normally flies about 4 meters above the ground, but can reach a height of 3 meters, especially for attack targets.
Friendly Leaflet, 1981
You’re right, he farted! During sketching, they can stand up and have a good speed of movement, so that if necessary they can stand on the battlefield while protecting their sensitive pancreas from attack. If he’s not in a vacuum, he can fart without worrying about the world.
Flumphs are not the first creatures to attack, their main defense mechanism is a disgusting and smelly liquid that they can pull out of a hole on the creature’s equator, the horizontal line at its maximum diameter. She pisses you off. And it smells awful. It sprays in a 60-foot arc over a 20-foot radius. It’s an impressive offer for everyone.
The creatures affected by the unpleasant smell of the liquid and the failed life ray against the poison flee in disgust to Flumph. Our friends are getting worse and worse, if you don’t make a rescue throw against Flumph’s attack, you’ll avoid the rest of the match for 1-4 hours. None of your buddies come within 30 yards of you until the effects wear off. There is no mention of how to eliminate the odour.
If the splashes of strange, smelly fluids on you aren’t enough to stop Flumph from attacking, he’ll fly up to ten feet high and fall on you with his spikes and tentacles. Strikes only do damage, but if they are successfully hit, the character also gets an acid injection, which causes additional damage from 1d4 in 2 to 8 strokes. Not terrible, but also not terrible, and magic can be used to deny the permanent damage caused by the acid. Interestingly, they claim that the alchemists failed to produce an antidote, which makes you wonder how many people attack Flumph to justify the need for antidotes. Leave her alone!
Two brief comments on Flumph’s melee attack. First of all, Flumph opens up to a chin attack by this kind of attack. With armor class 8, any attack on the abdomen is almost certain, and with two strikes, most creatures can make Flumph work quickly when exposed in this way. So we can assume that Flumpha will take the lead with her stench spray in the hope that most of the creatures that attack us will escape and find our flying jellyfish a safe haven. The second problem to be solved is that Flumph only gets one melee attack before the rounds with his tentacles. Even though it seems to have a dozen tentacles, they are all very close to the body and probably function more like a jellyfish, where it just follows the haze instead of being useful as an octopus!
Finally, Fiend Folio reveals the ultimate way to defeat Flumph in a hand-to-hand combat… to turn them on their heads. Seriously, just turn it around. They can’t stop you and will fall to the ground where you can crush them with your shoe.
I know what we said at the end, but it would have been a mistake not to mention Flumph’s most iconic role in Dungeons and Dragons , which took place in 1988, when they were part of the comedy adventure Greyhock Castle (1988) , where they were part of a play/container known as the play that allows a group to get into the next series of plays. During this meeting, the characters are forced to take part in a quiz in which they have to answer such difficult questions: What’s your favorite color? How to beat the cold and even explain to the poet her eating habits, personal hygiene and her research on airplanes? Seriously.
2nd – Flumph
Climate/training: Any frequency of darkness
:. Rare organization
: Single activity cycle
Power supply: Carnivores
Reconnaissance: Medium (8-10)
Alignment: Legal ownership
No Appears: 2-16
Shielded class: 0 (8 down)
Proposal: Fill 6 (D)
Filling blocks: 2
THAC0 : 19
Attack number: 1 Damage/attack : Special attacks: Acid
Special protective equipment: Unpleasant odour
Magical resistance: Zero
Size: T (2′ diameter)
Moral: Elite (13-14)
XP Value: 270
Annual sample Volume 2, 1995 TSR Inc.
In the annual Monstrous Compendium, Volume 2 (1995), there are not many meaningful changes in the statistics for our air jellyfish. We get more information about the Flumphs, how they are nomadic hunters, how they breed and how they even have a small monastic tradition among the most elitist Flumphs.
A much more interesting description of how they fly is included in the description. The Flumpha flies, takes air in its mouth and expels it through several small holes at the bottom. In order to be able to manoeuvre independently, Flumph has several small holes along the fine equator of his body. There is even an excellent description of how it produces a small flow of air through the pancreas and produces a soft hissing sound. I hope he never has to do surveillance.
Kite Magazine #246
We’ve also discovered that our poor friend is at a fairly low point in the food chain. To survive, he hunts parasites like rats and frogs. It attacks them as before, flies over them and falls down to hit them with tentacles and attack them with acid. He follows his prey until his death, then lands on his body and absorbs nutrients through his tentacles, while the acid slowly melts the prey. Unfortunately, it’s pretty weak and can easily be killed by other predators… The good news for Flumph is that they taste terrible and only goblins will eat them.
Kite Magazine #246
It is clearly stated that if Flumfa is attacked by more creatures than himself, he will use his stinking liquid attack as his first line of defense. If this doesn’t work, he shoots three meters into the air and tries to escape or defend himself by falling on the creature and attacking it with spikes and acid.
In addition to shooting with a strange rifle in a 60 degree bow, we learn that small jellyfish are nomadic hunters with average intelligence, legitimate ownership and peace. Flumphs are peaceful, happy creatures who travel in packs, and if you don’t attack them, they probably won’t attack you… otherwise they don’t care about you. Unfortunately, most adventurers don’t understand that they have their own form of sign language and can’t speak the usual language, so they are attacked or chased away.
Kite Magazine #246
Probie in 2. The problem is the monastic Flumph, which means we now have the priest’s Flumph! They can throw writing spells of a level equal to their dice, which means that 5 HD Flumphs can throw level 3 writing spells. These monks hang around in groups called monasteries and share their knowledge. Each monastery has Abbot Flumphs, who has 5 HD and assists 1 Prior Flumph, 3-4 HD, of the 6 Flumphs monks, 2 HD. It is said that these monasteries worship legitimate gods unknown to the rest of the world and take care of their albino cousins. The quickest way to distinguish Flumphs powerful worms from others is that all monastic Flumphs are soft golden worms, while non-clerical Flumphs are albinos.
Another enchanting detail of the monastic errors is that they like to decorate their churches:
The inner part of the monastery is decorated with fine, colorful paintings of flakes that cover the tentacles with natural pigments. The paintings are generally abstract, with spirals and other curved lines, although some vaguely represent flake hunting.
Sampling guide Part 2, 1995
Kite Magazine #246
When describing abstract paintings with spirals and curved lines one should keep in mind that our monastic gods may have experimented with a different kind of acid than that found on their tentacles, and perhaps those gods that no one has heard of are only in their thoughts.
For the latest information on Flumph, Dragon #246 has published an article entitled Ecology of Flumph. The article follows a group of monster hunters who are trying to understand how to take Flumphu apart and use its parts in various magical experiments. As a result, the Albino of the Flumphs is rescued by his brothers from the monastery and the monster hunters and he agrees never to talk about how a gang of Flumphs defeated them.
In this article we learn that Flumph’s eyes can move independently, so he can see everything around him, which makes it extremely difficult to surprise them. Moreover, when he is lying down, he swims in the tree, holds on to the tentacles around the limbs and sucks his eyes into the body, and because he has no eyelids, he falls into a light sleep, always awake with the predators. If you still want to attack Flumph after reading all this, you can cut off one of his eyeballs or tentacles, which will eventually grow back in about a week. Unfortunately, for Mr. Flumph all observation tests -2 will be necessary, because he will have no depth of observation until he surrenders his missing harvest stump.
Not only do we repeat much of the information from the sample collection, but we also learn that Flumphs are a good source of drinks. Flumph’s brain has a kind of antigravity field that only points in one direction and can be used in levitation drinks. The tentacles can be cut off and the skin can be removed, which is an important part for acid-resistant drinks. Another application of Flumph is iron, which absorbs the stink spray and can be used as an alternative material for writing stink clouds.
Kite Magazine #246
At the end of the article there is little information on how they can or cannot be associated with Grey Wolves, because they are very similar and both have antigravity fields to help them swim. Some people think that Flumphs have crept aboard the Grell’s spells, because Grell’s Flumphs will never help, and it only takes one Flumph to colonize the world, because they reproduce asexually.
The last thing we leave you is that Flumphs have a limited sense of smell, in fact they can only smell the stench of the slaughter of future predators. This is important to them and probably explains why the smell is so strong that other Flumphs rush with every Flumph in danger. The Flumphs of the Monastery will do their best to help protect the Albino from the Flumphs, and some Flumphs of the Monastery may even speak the usual language in short queues that give the impression that they have just inhaled helium.
3.5e – Flumph
Shockbone:2d8+2 (11 hp)
Speed:5 feet (1 square), Vol 15 (lean)
Shielding class :16 (+2 size, +3 dex) +1 natural), Sensory 15, Flat Foot 13)
Basic Attack / Acquisition:+1/-9
Attack: Tentacles +6 melee (1d4-2 plus 1d4 acid)
Total attack: Tentacles +6 melee (1d4-2 plus 1d4 acid)
Chamber/Survival: 2 1/2 feet / 0 feet
Special attacks: Acidic tentacles, load decomposition, rancidity
Particulars: Darkvision 60 feet, defenseless, acid resistant 10 Saving: Strong +3, Ref +3, Will +4
Skills: Str 6, Dex 17, Con 12, Int 11, Delete 12, Cha 10
Skills:Hiding +13, Listening +3, Move Silently +5, Scramble +3, Survival +3
Movements:High mental strength, Hang On, Subtle weapons
Environment: Any temperate or clandestine organisation
: Single, Pair, Family (3-6) or Tribe (7-18)
Orientation:Normal, Legal Good
Transport:3-4 HD (lower case), 5-6 HD (lower case)
Dungeon Magazine #118
So far Flumph has done well with Dungeons and Dragons story until we reach the 3rd level. Not only is it not in one of the monster books, but it’s also what’s only in Dungeon Magazine. In Dungeon # 118 Flumpha finally appears in 3.5e as Flumpha Boxing. The story is quite simple, the villain wants to use the good and harmless Flumphs for his evil purposes, and the results are tricks. Flumph’s painting is the first major change we’ve seen since its introduction, and it’s about the line of cute and scary. The upper jaw looks more like a mouth, the holes along the Flomp equator look like a muzzle, and it has many more thorns than the previous editions. Another big change: although it eats parasites and plants, it prefers minerals, especially salt, where it uses its natural acids to eat a kind of goose. It’s delicious.
The movement of the Flumphum also takes a special turn. He now claims to be able to move slowly over the ground with his tentacles to pull himself up, but he prefers to pull air by lifting him up, and then use his body as a natural parachute. Through the holes at the equator on his body he can push himself in different directions and move easily. Even though the Flumphs do not seem to be able to move, it is reported that whole families from Flumph live in big cities and no one understands that they live there.
During an adventure we learn some strange new skills from Flumph. Ulmoapop, the male wizard of Flumpha, is the leader of the Flumpha who were kidnapped before the adventure began, but the strange thing is that now all Flumpha’s can speak heavenly, and it’s not unusual for them to speak normally. Ulmoapop wants adventurers to save the rest of his family, including smugglers, the undead and even strangers.
The Flumph is a fun little adventure, and although it cannot compensate for the fact that the Flumph is mistreated in 3rd, it is a step in the right direction!
4th – Flumph
Traffic lights Level 2 Skirmisher
Little Magic Beast; XP 125
Initiative +6/ Feelings Sight +1; Dark vision
HP 38; Blood 19
AC 16 ; Shutter speed 14, Reflex 15, Will 12
Shutter speed 1 (awkward), Fly 6 (height limit 2)
> Peak(standard; will) Acid; +7 vs. AC; damage 1d6 and continuous damage 5 acids (without ends).
> Flumph Vol(Standard; at-city) – Flumph Flash flies at its own speed and performs a moving point attack. A helmet blast does not cause a random attack by turning away from the target.
> Stinky Burst(standard; charges at first bloodshot) – 5; +5 counter reflex; target squeezes 5 squares together and smells awful (except at the ends). Although the target smells awful, any ally who starts his turn within one hex of the target becomes weaker before the start of the next turn.
Helpless In the event of a collision with the harness, the harness becomes helpless and cannot stand or fly (except at all ends).
Alignment / languages General (limited vocabulary) Str 7 (-1) | Dex 17 (+4) | Wise 11 (+1) | Con 14 (+3) | Int 10 (+1) | Cha 8 (+0)
Unfortunately for Flumph in the fourth class it looks like the traffic is even worse. No longer able to get a real adventure from someone who loves Flumphs, it will now be released in April for Fool’s Day in an adventure called Fool’s Day: Dungeon Delve – Grove of Fools (2009). In their adventure they hang around with a wild-haired dwarf called Dwarf and his quirky badger Francis. If the group is discovered by the dwarf or other monsters in the dwarf’s house, they will attack immediately.
Without any respect, the adventurer describes Flumphs as… :
The whistles, pathetic creatures, strike with sharp knives coming out from under their feet. These creatures dilute their attacks between multiplayer characters because the continuously burning acid (permanent damage) coming from their peaks is not stacked according to the rules in the Player’s Guide (p. 278).
Dungeon Search – Fool’s Grove, 2009
This anecdotal adventure reveals a very small piece of information. Flumfa eats in such a way that one mushroom is impaled with a spear on one of its peaks and then floats on the other, so that the acid turns the mushroom into guppa when it falls into the upper mouth of another waiting Flumfa. Sigh. That’s not the way they eat, and that’s not a real mouth!
Apart from the jokes and denigration, these Flumphs are terribly boring. Their stink spray only repels the player and weakens the Allies in the area. Unfortunately this adventure casts a rather negative light on them and marks the low point of our Flumphs.
5th – Flumph
Flumph / Small Aberration, Legitimate Property
Armour Class 12 / Hit Points 7 (2d6)
Speed 5 feet.Flight 30 feet
STR 6 (-2) | DEX 15 (+2) | CON 10 (+0) | INT 14 (+2) | WIS 14 (+2) | CHA 11 (+0)
Skills Arcana +4, History +4, Religion +4 Vulnerability Extraordinary
Sense Dark Vision 60 feet. Passive perception 12 Languages Understands the same but cannot speak Telepathy 60 feet
Challenge 1/8 (25 XP)
Advanced Telepathy. Telepathy can perceive the content of any telepathic communication within a radius of 60 feet and should not surprise creatures with any form of telepathy.
Investment deficit. Roll up the cube if it’s likely to be hit. With a strange result, the stone crusher falls upside down and is no longer able to act. At the end of each of its turns, the Flame can rescue the 10 DC Dext, repair itself and, if successful, be taken out of service.
Telepathic shroud. The telepathic shroud is immune to all the effects that can feel your emotions or read your thoughts, as well as all divination spells.
Spins. Close the attack: +4 keys, range 1.5 m, a creature. Impact: 4 (1d4 + 2) puncture damage plus 2 (1d4) acid damage. At the end of each movement, the target must make a DC 10 roll maintenance formation by taking 2 (1d4) acid damages to fail or stopping repeated acid damages to succeed. A smaller regeneration spell on a target also ends in repeated acid damage.
Fragrance atomizer (1/day). Anyone living in a 15 foot cotton cone should pass a DC 10 dexterity spray or be covered with a scented liquid. The wrapped creature exudes a terrible stench for 1d4 hours. The covered creature is poisoned for as long as the stench lasts, and other creatures within a meter of the covered creature are poisoned. The creature can eliminate the stench itself by taking a short break for a bath in water, alcohol or vinegar.
Sample guide, 2014 WotC
Our friendly flying jellyfish return triumphantly in the 5th week. The previous edition will be published in the Monster Manual (2014). Although this return is not without major changes for our dear Flumphs, and perhaps it is best if they are not simply involved as a joke in the adventure.
These types retain the same basic structure, but have tanned bodies, blue tentacles and two of his eyeballs. Although Flumph’s painting does not show the usual holes for his perfumed spray can, nor the way it moves, his legends mention that he has sprinklers that produce the same sound as his name. Failure.
Little is known about the Flumphs, except that they swim in the darkness and feed on the spiritual energy of other beings, although they do not harm them. In fact, most living creatures will never notice that their mental energy is being fed, because Flumphs are very careful about the amount of food they eat.
Their favorite food, for lack of a better word, is the spiritual energy of good beings, and they will run… trembling… to the good creatures. You see, they’re stuck in the dark, where all kinds of horrible creatures like Aboles, Minders and even some gypsies live, and they have a dark and twisted mind. When Flumph smells a good creature, they immediately go to him to get good spiritual energy, not the sick and disgusting energies they tend to survive on. They will also use their telepathy because they can’t speak anymore and explain to these adventurers that there are evil creatures around and how to get there… even if it means Flumph has to find a new breeding ground for mental energy. They don’t like evil creatures, even though they have no real relationship with them. Instead, they are forced to experience evil spiritual energies which, I can only imagine, are a terrible fate for these nice boys.
The Flumphs live in complex monasteries, although none of them can be defined as a leader, as each Flumph has an important task within his society. The Flumphs glow softly, so if you’re ever in the dark and you see a few faint lights in the dark, don’t worry, probably just a couple of Flumphs slowly throwing themselves at you… or it’s a drowning command, in which case you’ll have to stick your nose into your head to run.
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-Kris and Stephen
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