For those of you who haven’t read the novel, The Forest of Fear is the story of a warlock named Flumph. Flumph lives in a peaceful town called Hillsboro. He is a respected farmer and tradesman, as well as an expert on matters concerning crops, sheep, and forests. He has a daughter named Amy who is a year younger than him. He also has several other grandchildren whom he takes care of as if they were his own children. One day, though, while out on a deer trail, Flumph encounters a giant wolf named Bruiser.
According to the Forest of Fear series, this was the first encounter with a non-monster entity since the beginning of time. Flumph and Amy come face-to-face, and the warlock telepathically communicates with the creature. While trying to reason with the creature, he realizes that he needs the strength of his own body in order to fight it. Although he doesn’t have enough mass to actually fight back, he is able to use his telepathy to control the creature’s actions.
Telepathically communicating with the denizens of the forest, the warlock learns that the creatures can be tamed through mental energies. Through the use of his mental energies, the warlock is able to calm the large creature down. He then uses his telepathic powers to control the behavior of the tamed deer. Although the deer are no longer aggressive towards humans, they still won’t attack anyone unless provoked. However, the two telepathically communicate with each other and the deer agree to go on with their new relationship.
The Forest of Fear also tells of the evil flumph 5e, who is not only a powerful telepath but is also a highly skilled hunter. The flumph 5e trains the other creatures in his herd to attack humans. The other creatures are easily frightened by this new predator, and many of them will flee. The story explains how the flumph 5e can control the minds of animals, as well as the abilities of plants. Telepathic communication with certain plants allows the Forest of Fear to heal wounds and even cure poison applied to the body.
An additional myth about the flumph 5e is that he is a loyal friend to the PCs. The ability to telepathically communicate with plants allows the creature to understand when the PCs are talking or planning something. The creature is not only an intelligent telepath, but is also a skilled hunter. He is strong enough to outfight any creature of CR 15 or greater.
In the adventures leading up to The Forest of Fear, it is revealed that the flumph 5e possesses the ability to use telepathy on all those within three feet of him. This ability makes him a natural choice to lead PCs through the darkened halls and corridors of the mines in The Forest of Fear Campaign Setting. PCs must journey into the underground passages and tunnels of The Forest of Fear in order to find the entrance to the Sunless Crypts. Once there, the PCs may speak with an unconscious giant who resides in the chamber. The giant’s memories are faint, and only his deep telepathic voice can be heard. The PCs can then enter the Sunless Crypts, where they face a variety of malefic creatures.
One of the most terrifying creatures in The Forest of Fear, the beholder makes a reappearance at the end of the PCs’ journey. He attacks with poisonous acid and must be defeated on a 5 attack roll or be knocked unconscious. If the beholder is brought low during combat, roll a number of Constitution saving throws to refresh the creature’s mind.
In addition to being one of the most terrifying monsters in the game, the beholder is also one of the most useful. Its breath weapon causes a strong and continual stench, which is debilitating to all those who do not possess a nose. Fortunately, a DC 10 Constitution saving throw negates the effect of the stench spray. This ensures that the PCs cannot become too confused by the stench, making them more effective in fighting off the beholder’s attacks.