b'Flumph Protector \n'b'  Family:   Flumph  \n'b'  Small   aberration ,  lawful good  \n'b'  Armor Class  15 (natural armor)  Hit Points  31 (7d6 + 7)  Speed  5 ft., fly 20 ft.\n'b' STATS STR: 10 (+0) DEX:  14 (+2)  CON:  13 (+1)  INT:  12 (+1)  WIS:  18 (+4)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +6,  Stealth  +6  Damage Resistances  acid  Senses   darkvision  60 ft., passive  Perception  16  Languages  \xe2\x80\x93  Challenge  2 (450 XP) \n'b' Special Traits \n'b'\n'b'  Spellcasting . The flumph is a 4th-level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'\n'b'  Cantrips (at will) :  light ,  mage hand ,  ray of frost ,  resistance  \n'b'  1st level (4 slots) :  burning hands ,  color spray ,  magic missile  \n'b'  2nd level (3 slots) :  blindness/deafness ,  enlarge/reduce ,  see invisibility  \n'b'\n'b' Actions \n'b'\n'b'  Sting .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) piercing damage and 10 (3d6) 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 13  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 .'