The material below is Open Game Content
Penumbra Fantasy Bestiary
| Author | Chris Aylott et al |
| Publisher | Atlas Games |
| Publish date | 2003 |
| OGL Section 15 | fantasy-bestiary |
The material below is Open Game Content
Amphi
Medium-size Monstrous Humanoid
Hit Dice 3d8 (13 hp)
Initiative +2 (Dex)
Speed 30 ft., climb 30 ft., swim 20 ft.
AC 14 (+2 natural, +2 Dex)
Attacks Tongue +4 melee, or javelin +5 ranged
Damage Tongue 1d4+1, javelin 1d6+1
Face/Reach 5 ft. x 5 ft./5 ft. (10 ft. reach with tongue)
Special Attacks Poison
Special Qualities Darkvision 60 ft., Leap
Saves Fort +1, Ref +5, Will +3
Abilities Str 12, Dex 14, Con 11, Int 8, Wis 10, Cha 11
Skills Climb +9, Hide +4 (+8 in forests, jungles, or swamps), Jump +12, Move Silently +8, Spot +6, Swim +1 (+9 to avoid hazards), Wilderness Lore +6
Climate/Terrain Warm forest and marsh
Organization Solitary, pair, gang (2–4), war party (10–12), or pod (40–60 plus 40% noncombatants plus 1 adept or sorcerer of 5th to 7th level)
Challenge Rating 1
Treasure Standard
Alignment Usually chaotic neutral
Advancement By character class (ranger)
Amphi speak a language of their own and some understand Common; however, due to their specialized tongue and throat structure, they are unable to produce the sounds required by most languages. Amphi characters favor the barbarian class.
The amphibian eyes of the amphi allow them to lie submerged beneath water and lash out with their tongues at targets on land with no penalty, but opponents trying to hit them do so at a disadvantage, ref lected in a one-half cover bonus to the amphi.
The long barbed tongues of the amphi can be struck as a weapon and are treated as having a hardness of 0 and 4 hit points.
A severed tongue results in the loss of 4 hit points and will not grow back without magical healing such as a heal or regenerate spell.
Leap (Ex) An amphi’s jumping distance (vertical or horizontal) is not limited according to its height.
Monstrous Humanoid Monstrous humanoids have Darkvision with a range of 60 feet, and are proficient with all simple weapons and with any weapons mentioned in their entries.
Poison (Ex) An amphi’s flesh continuously oozes a toxin that reacts to humanoid and animal flesh. It causes stiffening of the muscles and reduced motor skills upon contact, as when the amphi is hit with an unarmed attack. Its Fortitude save is DC 14, and initial and secondary damage is 1d4 temporary Dexterity. As a move-equivalent action, an amphi can coat a weapon with this poison, which functions normally for the first strike and at reduced potency for the second (DC 12). Although immune to the secretions themselves, amphi never coat their barbed tongues with the poison.
Skills Amphi receive a +12 racial bonus to Jump checks, and they receive a +8 racial bonus to Hide checks when in forests, jungles, or swamps. They receive a +8 racial bonus to Climb checks and to Swim checks to avoid hazards. These bonuses have already been worked into the stats above.
