Part 4 · Monsters & Creatures
Whump
“That’s right! A whole pack sneaking around! They LOOK crazy, but I know they’re planning something! Mushrooms. Cheese… ice cream. What was I saying?”
– Mushroom Vendor
Zaun, a city where the very air tries to kill you, but for those who’ve adapted to its environment, it’s nothing much. That also holds true for the creatures native to the place; Whump are one such creature, living hidden in Zaun’s sewers.
The sewers where they’re found are infested with poisonous mushrooms, which I believe are their main food source.
Despite their lack of intelligence, they’ve learned to cultivate these mushrooms on their own, since it’s extremely unlikely that any other creature could survive in an environment like that.
From swimming in chemicals and eating poison for so long, their bodies have adapted to be immune to these “trivialities.”
There are reports that at the start of mushroom season, the smell of these creatures is unbearable, even to their own kind.
Whump Statblocks

Whump
Beast, Small
- Senses
- Darkvision 60 feet, Keen Smell. Passive Perception 10
- Speed
- 30 feet of walking
- Skills
- Stealth +4
- Languages
- Sylvan
Characteristics
Disposable. The Whump takes double damage from effects and spells that deal damage based on a failed saving throw, and even if it succeeds on the saving throw, it takes full damage instead of only half.
Keen Smell. The Whump has advantage on Perception checks that rely on smell.
Pack Tactics. The Whump has advantage on an attack roll against a target if at least one of the Whump's allies is within 5 feet of that creature and the ally isn't Incapacitated.
Attacks
Claws. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 2 (1d2+1) Slashing damage.
Infectious Bite. Melee Natural Weapon Attack, +0 to hit, 5 ft. reach, one target. On a hit, deals 1 (1d4-2) Piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or become afflicted with the Sewer Plague Disease.
Runes
Runic Pulse: Lazulite Pulse (3 points)
Pack of Whump
Beast, Large
- Senses
- Darkvision 60 feet, Keen Smell. Passive Perception 10
- Speed
- 30 feet of walking
- Skills
- Stealth +2
- Languages
- Sylvan
Characteristics
Collective. The Pack of Whump can enter and exit the space of a creature equal to or smaller than its own size; the space inside the Collective is considered difficult terrain, and the Collective has advantage on attack rolls against creatures inside it.
Split. The Pack of Whump can split into two Packs of Whump of 1 smaller size category using a bonus action, losing half its maximum and current hit points in the process, and its Claws and Bite attacks have their damage dice decreased by one category. A Pack of Whump can merge with another Pack of the same size using a bonus action, adding their maximum hit points together and increasing its damage dice by one category. A Pack can't be smaller than Medium. A Medium Pack of Whump splits into 1d4 Whump.
Keen Smell. The Pack of Whump has advantage on Perception checks that rely on smell.
Pack Tactics. The Pack of Whump has advantage on an attack roll against a target if at least one of the Pack of Whump's allies is within 5 feet of that creature and the ally isn't Incapacitated.
Attacks
Claws. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 4 (1d6+1) Slashing damage.
Infectious Bite. Melee Natural Weapon Attack, +0 to hit, 5 ft. reach, one target. On a hit, deals 2 (1d8-2) Piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or become afflicted with the Sewer Plague Disease.
Runes
Runic Pulse: Lazulite Pulse (3 points)
