Flumph
Small Aberration
Armor Class 12
Hit Points 7 (2d6)
Speed fly +30, swim +30, walk +5
Challenge 1/8
Damage Vulnerabilities psychic
Senses darkvision 60 ft., passive Perception 12
Languages understands Common and Undercommon but can't speak, telepathy 60 ft.
Special Abilities
Amphibious. The flumph can breathe air and water.
Flumph Light. As a bonus action, the flumph can cast dim light for 30 feet, or extinguish its glow. The flumph can change the color of the light it casts at will.
Telepathic Spy. The flumph can perceive any telepathic messages sent or received within 60 feet, and can't be surprised by creatures with telepathy. The flumph is also immune to divination and to any effect that would sense its emotions or read its thoughts, except for the Telepathic Spy feature of another flumph.
Tippable. If a flumph is knocked prone, it lands upside down and is incapacitated. At the end of each of its turns, it can make a DC 10 Dexterity saving throw, flipping itself over and ending the incapacitated condition on a success.
Actions
Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) acid damage.
Stench Spray (1/Day). Each creature in a 15-foot cone makes a DC 10 Dexterity saving throw. On a failure the creature exudes a horrible stench for 1 hour. While a creature exudes this stench it and any creature within 5 feet of it are poisoned. A creature can remove the stench on itself by bathing during a rest.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open