Flumph
Small Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +3 (Dex)
Speed: 15 ft.
AC: 14 (+1 size, +3 Dex)
Attacks: Repulsion attack or tentacles +1 melee
Damage: Bite 1d3-2
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Repulsion attack
Special Qualities: Darkvision 60 ft.
Saves: Fort +0, Ref +3, Will +4
Abilities: Str 7, Dex 16, Con 10, Int 10, Wis 12, Cha 12
Skills: Animal Empathy +4, Hide +6, Jump +3, Listen +6, Spot +6
Climate/Terrain: Desert land and underground
Organization: Pair, pack (3-16)
Challenge Rating: 1
Treasure: None
Alignment: Usually lawful good
Advancement: 3 HD (Medium-sized),  4 HD (Large) 
Flumphs are small nomadic creatures that roam throughout the underground caverns of the world living peaceful, agrarian lives.  They are not above helping a creature in need, but normally keep to themselves otherwise.
Flumphs resemble small, pure white flying saucers about two feet in diameter.  They sport two eyestalks nestled on either end of a large mouth set on top of the creature.  The underside of the creature, which is normally only four inches off of the ground except in attack, is covered with numerous spikes and tendrils that almost literally tickle the ground.
The flumph “flies” about to gain locomotion, taking air into its large mouth and then expelling it through its underside for a hovering effect.  It is capable of leaping up to 10 feet into the air, however, and do so in order to attack.  Because of this, a flumph is helpless if turned over.
Flumphs can speak a dialect of common, though their vocabulary is rather rudimentary at best.
COMBAT
If threatened, a flumph will attack first with its repulsion attack.  If this fails to drive off its opponents, it will then leap into the air and drop on its enemy, inflicting 1-8 points of damage via its spikes, then another 1-4 points from the acids that secrete from its tendrils.
Repulsion Attack:  A flumph’s initial attack will be to expel a foul-smelling liquid from the “equator” of its saucer-shaped body.  This liquid will spread in a 60° arc from the flumph and hit anyone within 20 feet in that arc.  Those so hit must make a successful Fortitude save versus a DC 15 or flee in disgust.  For 1-4 hours thereafter, anyone so struck will not be allowed within 100 feet of anyone due to the retched smell.
Acid Attack:  The acid from the flumph’s tendrils will continue to inflict damage for another 2-8 rounds (at 1-4 points per round) unless the acid is negated by magical means (alchemists have never succeeded in concocting a viable antidote for flumph acid).
Skills:  Flumphs gain a +4 racial bonus to all Jump checks.
Converted by D. West Robbins (sigilgames@yahoo.com)