Init +3 Melee Atk • slam +5 (1d10) AC 16 HD 4d8 (-1d14*) MV 30 Act 1d20 SP reach, infravision, slippery terrain, improved critical, fire dampening, fire resistance Fort +5 Ref +2 Will +3 AL C | Ever thirsty, phustyssi are constantly wracked by the pain of dehydration. Their torso constantly oozes forth a viscus slime, draining their innards of moisture, so they are just as constantly in search of liquids to replenish themselves. Phustyssi are four to five feet tall at the hip. A phustyss attacks by bludgeoning with it's mighty neck, which is extensible and can reach out over 10 feet beyond where it's feet are planted. On a critical hit (19 or 20), tiny, acid-spritzing barbs emerge from the neck of the phustyss and deal an extra 2d8 damage as they enter the victim's tissues and drain off fluids. This also causes 1d6 Personality/Wisdom drain from instant dehydration (maximum of 6 from multiple hits). If a target is unconscious or otherwise immobilized, a phustyss will latch on and cause 2d6 damage and 1d6 ability drain each turn, while replenishing itself of 2d4 hp of damage. |
In either case, the ability damage can be recovered at a rate of 1 point per hour, once the victim starts imbibing fluids.
The ooze that the phustyss creates has two effects:
• It creates a slippery coating on the ground of any area where the creature has been. Within it's lair and hunting grounds, that's pretty much everywhere. Such slippery terrain requires a DC 14 Reflex Save to move at half speed. Attempting to move at full speed on the slime requires a DC 20 Save, and failure leaves the person attempting the move prone in the slime.
• As the thick slime evaporates into the air, it causes all flame brought into the area to sputter and burn poorly. Small sources such as candles may go out entirely, and larger fires dwindle and light less than half their normal range.
A phustyss is never less than sure-footed treading on it's own slime, and it allows the creature to ignore the first 10 points of damage from any source of fire or heat.
Phustyssi are most often found in a group of three, one to guard the lair, and two to hunt sources of nourishment/fluids -- although larger groups have been encountered.
* This optional adjustment can be used to represent a phustyss in urgent need of fluids.