Attach: If a yphoz hits with its bite attack, it uses its suckerlike mouth to latch onto the opponent’s body. It deals no additional damage when it is attached, but it drains blood (see below). An attached yphoz loses its Dexterity bonus to AC and has an AC of 11. Yphoz have a +12 racial bonus on acrobatic checks.
An attached yphoz can be struck with a weapon or grappled itself.
While only a single yphoz can attach itself to a Tiny creature, up to 2 yphozs can attach to a Small creature, up to 4 to a Medium creature, 8 to Large creature, 16 to a Huge creature, 32 to a Gargantuan creature and 64 to a Colossal creature.
Tremorsense: A yphoz's blindsight only functions while the creature is submerged.
Blood Drain: A yphoz that is attached to its opponent deals 5 point of necrotic damage per round until it deals a total of 30 points, at which point it detaches from its target and swims off to digest its meal.
Numbing Poison: A yphoz's tentacles are covered with a gummy contact poison. Each round that a yphoz is attached to a creature, the victim must succeed on a DC 11 Constitution save or the body part to which the yphoz is attached becomes numb (roll 1d6 for the location: 1-2 = legs, 3-4 = arms, 5 = torso, 6 = head), resulting with the associated penalties on the table below. The effects of numbness last as long as the yphoz is attached and 1d6 rounds thereafter. Effects of multiple attached yphoz are cumulative (but an attachment by a single yphoz for multiple rounds does not stack with itself). Creatures resistant to poison gain their usual bonus on the saving throw against this effect, and immunity to poison grants immunity to the numbing poison. The save DC is Constitution-based.
Skills: A yphoz has a +8 racial bonus on acrobatics checks. A yphoz can always choose to take 10 on acrobatics checks, even if rushed or threatened. It can use the dash action while swimming, provided it swims in a straight line. *A yphoz has a +12 racial bonus on Stealth checks made in water.
Bite. Melee Weapon Attack: +4 to hit (1d4 + 2) necrotic damage, a successful hit and the Yphoz attaches. (see table to determine what area the Yphoz ataches to) At the end of each of its turns, the target must make a DC 11 Constitution saving throw for blood drain and numbing poison.
Description
A tiny, gelatinous creature swims through the water, resembling a short, broad cone with a low dorsal fin. A pair of long, whip-like tentacles feel around before it.
Yphozs are leechlike parasites found in wet caves and pools of stagnant water. Their survival depends on a source of water, whether fresh or putrid. Yphozs feed by absorbing organic matter, insects, and small worms.
A typical yphoz is 1 to 2 feet long and weighs around 4 pounds. Although not amorphous, yphoz can shape their bodies to allow for movement over almost any kind of surface, including traveling on land, up cave walls, and across ceilings. Their bodies excrete a sticky slime that helps them adhere to walls and ceilings. This slime will dry to a gummy substance on walls, floors, and ceilings, and a cave inhabited by a large number of yphoz will acquire a build-up of this elastic, gummy substance over time. Coloration generally matches the water in which they reside, ranging from black to varying shades of brown to varying shades of green or yellow. They may even be colorless.
Body Part / Numbness Effects
Legs (1-2) This imposes -2 penalty on Reflex saves, Swim and Climb checks, Dexterity checks, and Dexterity-based skill checks, plus reducing the victim's land speed by 5 feet.
Arms (3=off-hand, 4=primary) The affected arm has a -2 penalty on attack rolls, Strength checks, Climb and Swim checks, and skills checks requiring precise manipulation, such as Forgery and Open Locks checks. The victim has +10% spell failure for spells with somatic components unless it has a remaining hand free.
Torso (5) The victim has a -1 penalty on Reflex saves, Dexterity checks, Strength checks, and skill checks.
Head (6) The victim has a -4 penalty to Listen, Search and Spot checks.
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