Flapjack

Small aberration, Lawful Good

Armor Class

12

Hit Points

7 (2d6)

Speed

walk 5 ft., fly 30 ft.

Skills

arcana +4, history +4, religion +4

Senses

darkvision 60 ft.

Languages

understands Undercommon but can't speak, telepathy 60 ft.

Challenge

1/8

Proficiency Bonus

+2

Advanced Telepathy

Flapjack can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

Prone Deficiency

If Flapjack is knocked prone, roll a die. On an odd result, Flapjack lands upside-down and is incapacitated. At the end of each of its turns, Flapjack can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Telepathic Shroud

Flapjack is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Actions

Spellcasting

Flapjack casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12): • At will: mage hand, minor illusion • 1/Day each: magic missile, unseen servant

Tendrils

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

Stench Spray (1/Day)

Each creature in a 15-foot cone originating from Flapjack must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.