b'Flumph Hunter \n'b'  Family:   Flumph  \n'b'  Small   aberration ,  lawful good  \n'b'  Armor Class  17 (natural armor)  Hit Points  60 (11d6 + 22)  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'     Skills   Perception  +6,  Stealth  +7  Damage Resistances  acid  Senses  darkvision 60 ft., passive  Perception  16  Languages  \xe2\x80\x93  Challenge  3 (700 XP) \n'b' Special Traits \n'b'   Keen Hearing and Sight . The flumph has advantage on  Wisdom  ( Perception ) checks that rely on hearing or sight. \n'b'  Actions \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 .'