Phuzz
| Statistic | Value |
|---|---|
| Climate/Terrain | Temperate Woodlands |
| Frequency | Common |
| Organization | Tribal |
| Activity Cycle | Any |
| Diet | Omnivore |
| Intelligence | High to Genius (13-18) |
| Treasure | L, M, (B) |
| Alignment | Any |
| No. of Appearing | 1-10 / 3-60 |
| Armor Class | 3 |
| Move | 24 |
| Hit Dice | 1/2 to 4 |
| THAC0 | 1/2 HD to 1 HD : 20; 2 HD to 3 HD : 19; 4 HD : 17 |
| No. of Attacks | 2 |
| Damage/Attack | 1-4/1-4 |
| Special Attacks | See below |
| Special Defenses | See below |
| Magic Resistance | 25% |
| Size | S (1' tall) |
| Moral | Average (8-10) |
| XP Value | 1/2 hit dice 420; 1 hit die 650; 2 hit dice 975; 3 to 4 hit dice 1,400 |
Description
Phuzz are small woodland creatures. They are completely covered in thin light brown fur. They appear as small balls of fluff, with only 8 small round brown eyes, a long nose and two pink feet visible. Their feet are disproportionately large (8"). Phuzz are sub-divided according to their age. The older phuzz have grey fur and limited spell use. The fur colour is only their natural colour, but because of their chameleon powers a group of phuzz are often many coloured.
Their eight eyes are arranged around their head in such a manner that all around is constantly watched, because of this phuzz can never be surprised. Their large nose confers an excellent sense of smell and most creatures can be detected up to 240' away.
Owing to their small size and their speed, phuzz surprises 4 in 6 times.
Phuzz are immune to all forms of fire, cold and electricity.
In a phuzz village there is usually the following distribution phuzz ages:
| % | Age |
|---|---|
| 50 % | 1/2 HD |
| 20 % | 1 HD |
| 15 % | 2 HD |
| 10 % | 3 HD |
| 5 % | 4 HD |
Phuzz can speak many languages, common, elven, pixie, brownie and their own language. They have their own language at 1/2 hit dice and gain one extra language per each hit dice category they progress through.
- Phuzz with 2 hit dice have 2 spells from Group 1
- Phuzz with 3 hit dice have 2 from Group 1, and 1 from Group 2
- Phuzz with 4 hit dice have 3 from Group 1, 2 from Group 2, and 1 from Group 3
The do not need to pre-select which spells they can use in a day the ability is natural. Each spell takes 1-6 segments to use.
Group 1
- Charm person
- Jump
- Shield
- Command
- Protection from evil
- Sleep
- Friends
- Push
- Spider climb
- Hypnotism
- Sanctuary
Group 2
- Darkness 15' rad
- Levitate
- Stinking Cloud
- Detect invisibility
- Magic mouth
- Web
- ESP
- Mirror image
- Wizard Lock
- Forget
- Ray of enfeeblement
- Knock
- Hold Person
- Scare
- Invisibility
- Silence 15' rad
Group 3
- Blink
- Fly
- Protection evil 10'r
- Dispel Magic
- Gust of wind
- Prot. normal missiles
- Feign Death
- Invisibility 10' rad
- Slow
- Lightning bolt
- Monster Summoning I
- Suggestion (tongues)
Any offensive spell is rarely used because it renders the phuzz using it unconscious for 1-4 turns.