Phoso CR 6
A giant skitters toward you on six clumping hooves, the four arms jutting out of the top of its torso menacingly gripping and unclenching as its beady yellow eyes fix on your arms.
Speed 40 ft.
Melee 4 slams +10 (1d6+3 plus grab)
Ranged 2 negative rays +5 touch (3d4+3 negative energy damage, Crit 18-20/x2, Range 20 ft.)
Space 10 ft.; Reach 10 ft.
Special Attacks negative ray, detach limb
Spell-Like Abilities (CL 7th, concentration +9)
During Combat Phoso love detaching limbs. A phoso stops considering a creature a threat once it has removed one of its limbs, moving onto the next target until there’s no longer any opponent to rip an arm or leg from. Any remaining de-limbed foes that have not fled are chased by the phoso and the process repeats.
Morale Phoso are highly territorial and fight to the death.
Str 22, Dex 13, Con 21, Int 4, Wis 15, Cha 10
Base Atk +5; CMB +12 (+16 grapple); CMD 24 (29 vs. trip)
Feats Deflect ArrowsB, Dodge, Mobility, Run, Spring Attack, ToughnessB
Skills Acrobatics +5, Climb +10, Perception +11, Stealth +10, Survival +6; Racial Modifiers +4 Perception, +8 Stealth
SQ material prisoner
Detach Limb (Ex)
A phoso that has pinned an opponent can use three of its strong arms to grip onto and rip off a victim’s limb (usually one with a magic item on it). After successfully pinning a target, a phoso gradually pulls on the limb for 1d4 rounds dealing damage each round as if it hit its victim with three slam attacks (3d6+9). When a limb is detached from a creature it immediately takes 1d4+1 Constitution damage and 5 points of bleed damage that continues each round. If a detached limb can be retrieved and held in place before this bleed damage is stopped (a DC 15 Heal check or cure spell), a detached limb re-attaches without incident. While attempting to detach a limb, a phoso takes a –5 penalty to CMD.
Material Prisoner (Su)
A phoso can never become ethereal or incorporeal and is immune to any spell or effect that teleports creatures.
Negative Ray (Su)
The profane shadow energies infused into a phoso by its drow creators warped the creature’s natural affinity for magic, allowing it to fire bolts of negative energy from its hands. A phoso can fire two negative ray touch attacks each round, dealing 3d4+3 negative energy damage on a successful hit; negative energy rays have a critical threat range of 18-20/x2.
Organization solitary or pair
Treasure double (always boots, bracelets, bracers, or rings)
The drow are keen to enslave every sentient (or nonsentient) that wanders into their lands. A sizable band of witchwyrd made the critical mistake of trusting the drow, failing to realize that the dark elves’ hospitality was a dangerous ruse before it was far too late. Vastly outnumbered and grounded to the spot by mages, the otherworldly creatures entered the custody of the Endless Cave’s enslavers, never to leave this Material Plane again. Once the drow garnered every bit of information they could from their captives, they began to explore other avenues of use. Dark elven alchemists quickly took to the task, using the witchwyrd prisoners for horrifying magical experimentation and forcing them to produce offspring broken by what was being done to their bodies.
The resulting children were birthed as phoso, made into personal bodyguards and watch dogs that prowl the underkeeps of their oppressive, powerful Underworld mage masters.
Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson