b'Flumph Master Hunter \n'b'  Family:   Flumph  \n'b'  Small   aberration ,  lawful good  \n'b'  Armor Class  17 (natural armor)  Hit Points  82 (15d6 + 30)  Speed  5 ft., fly 20 ft.\n'b' STATS STR: 12 (+1) DEX:  20 (+5)  CON:  15 (+2)  INT:  12 (+1)  WIS:  14 (+2)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +6,  Stealth  +7,  Survival  +6  Damage Resistances  acid  Senses   darkvision  60 ft., passive  Perception  16  Languages  \xe2\x80\x93  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'\n'b'  Keen Hearing and Sight . The flumph has advantage on  Wisdom  ( Perception ) checks that rely on hearing or sight. \n'b'  Spellcasting . The flumph is a 2nd-level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'\n'b'  1st level (3 slots) :  alarm ,  fog cloud , hunter\xe2\x80\x99s mark \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The flumph makes two stinging dart attacks. \n'b'  Stinging Dart .  Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft., or range 60 ft., one target.  Hit : 8 (1d6 + 5) piercing damage and 3 (1d6) acid damage. \n'b'  Stench Spray (Recharge 5-6) . When the flumph unleashes its stench spray, all creatures within a 20-foot radius of it must succeed on a DC 11  Dexterity  saving throw or be covered in a disgusting, oily fluid. A covered creature is  poisoned  for 1d4 hours, and any creature within 5 feet of it is also  poisoned . Creatures  poisoned  in this manner also have disadvantage on  Dexterity  ( Stealth ) checks. The fetid flumph musk can only be removed by vigorously bathing in lamp oil or kerosene. The smell wears off once the creature is no longer  poisoned .'