b'Flumph, Common \n'b'  Family:   Flumph  \n'b'  Small   aberration ,  lawful good  \n'b'  Armor Class  15 (natural armor)  Hit Points  10 (3d6)  Speed  5 ft., fly 20 ft.\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  11 (+0)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +7  Damage Resistances  acid  Senses   darkvision  60 ft., passive  Perception  12  Languages  \xe2\x80\x93  Challenge  1 (200 XP) \n'b' Actions \n'b'\n'b'  Sting .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 5 (1d4 + 3) 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 .'