Feesu
Tiny Vermin
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 5 ft. Fly 30 (Average)
AC: 13 (+2 size, +1 Natural)
Attacks: Bite –2
Damage: Bite 1d3–2
Face/Reach: 2½ ft. by 2½ ft./0 ft.
Special Attacks: Air deprivation
Special Qualities: Immunties, phosphorescent glow
Saves: Fort +2, Ref +0, Will –2
Abilities: Str 6, Dex 11, Con 10, Int —, Wis 6, Cha 14
Skills: Bluff +3, Hide +3, Spot +5
Feats:
Climate/Terrain: Any
Organization: Swarm (6–48)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Small)

    Feesu are small-sized (2 ft long), space-going moths that travel in swarms that are a great nuisance to space travellers. A flock of feesu appear as a mass of giant moths bathed in a sphere of soft phosphorescent green light. Individual feesu look like groundling moths. Like all moths, feesu are attracted to light.

    Combat: Feesu are not known for combat, though as explained below, combat seems to follow them! However, if provoked by repeated attacks against the swarm, a moth attacks with tiny jaws that cause 1 hp damage. Since the feesu's bodily fluids are phosphorescent, the wound glows eerie green for 2d12 hours.
    Feesu save at -2 vs. fire attacks. Due to their soft bodies, blunt weapons are ineffective against them, but edged weapons do +1 hp damage.

    Air Deprivation (Ex): The feesu's most insidious attack is unconscious. Since they require air to survive, their wings trap and store air. Thus, when feesu leave a spelljamming ship, they inadvertently pull away one day's worth of air per feesu that escapes.

    Immunies (Su): Vermin are immune to all mind-influencing effects (Charm, Compulsions, Phantasms, Patterns and Morale effects). Unless noted otherwise, vermin have Darkvision with 60 ft. range.

    Phosphorescent Glow (Ex): The feesu instinctively seek sources of bright light, hence they fly headlong toward any major light source, this includes any form of light spell, lantern, light-producing magical item, any fire based celestial bodies. Once within 5 feet of the light source the air around them in a 10' radius glows with the intensity of bright sunlight this continues for 10 minutes after which the feesu then flies away. If the crew tries to drive off the swarm by waving a weapon or shouting, the swarm makes a Will Save (DC 13). Failure makes the swarm take wing, but they then hover within 120' of the light until they can bask in within such a light source for the full 10 minutes of time.
    The problem with the feesu swarm is that its glowing cloud near the ship creates a signal beacon for monsters and raiders. The DM then makes an two additional check for a random monster encounter if the feesu glow like small miniature suns, or only one additional check if feesu are denied access to the light. Pirates of Gith and other raiders find the feesu useful, since their telltale recharging glow often means a ship is nearby. This may contribute to the superstition that feesu bring bad luck.
    Once they have basked in a light source they have then a healthy green glow about them, which slowly fades after 24 hours. At the end of 24 hours the feesu then once again seeks out another light source. Feesu do not seem to suffer if they not find another light source. But in this condition, the swarm insists on getting light.

In the Spheres
    Many spelljamming sailors consider them bad luck, with good reason. The feesu travel in tight swarms that hold a thick globe of air, enough to allow survival for 10 weeks. They refresh this air by swooping down on spelljamming ships and flying off.


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©2002 Wizards of the Coast, Inc.

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Feesu, © 1991 Wizards of the Coast, Inc.
d20™ System, Conversion of Feesu ©2002, Flits3
Image by Ron Pollard
Original Source: Monstrous Compendium #9