Giant glowing void moths that drift between worlds in swarms, steal a ship's air when they leave, and light up a beacon that draws pirates and monsters.
Feesu are big moths of the void between worlds. Singly they look like ordinary moths of the worlds below, but a swarm travels inside a soft globe of green phosphorescence, and like any moth they chase light.
They rarely fight, though trouble trails them. Pester a swarm long enough and a moth may nip for 1 point of damage, and the wound keeps glowing green for 2d12 hours. Fire attacks give them -2 on saves; blunt weapons cannot hurt their soft bodies, but blades deal +1 damage.
Their real menace is unintended. Their wings trap and carry air, so every moth that leaves a starship takes one day of the crew's air along.
A swarm's bubble of air lasts 1d10 weeks and is refreshed by diving over passing starships. Feesu also hunger for bright light, perhaps to renew their inner glow, and fly straight at any strong source, even a sun. A turn within 5 feet of a lantern, light spell or glowing magic item charges a moth for 24 hours, during which the air for 10 feet around the swarm blazes like daylight. Shouting or brandishing weapons prompts one morale check; a failed check sends the swarm up, but it hovers within 120 feet for days, waiting.
Such a glow beside a ship is a beacon, raising the chance of an encounter to 10%. Vorthani pirates and other raiders prize feesu sightings for exactly that reason, which may be why sailors call them unlucky; the star-roaming clans consider them lucky. Once the charge fades to a faint flicker in their sickly green bodies, feesu suffer no harm, but they become desperate for light and their morale rises to Fanatic (18). They cannot be trained, though magic allows conversation, and the talker's skill decides whether they help.
Feesu nest in drifting wrecks and avoid planetary gravity, which hinders flight. They keep no treasure. Each lays 10d10 eggs every three months, sometimes in a starship's quiet corners. Their fluids make a paint that, once exposed to strong light, glows like a light spell for an hour, useful in the flame-sea. Tinker gnomes prefer to cage live moths for lamps.
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| Climate/Terrain | the void |
|---|---|
| Frequency | Common |
| Organization | Swarm |
| Activity Cycle | Any |
| Diet | Herbivore |
| Intelligence | Non- (0) |
| Treasure | Nil |
| Alignment | Neutral |
| No. Appearing | 6-48 |
| Armor Class | 7 |
| Movement | 3, Fl 12 (C) |
| Hit Dice | 2+2 |
| THAC0 | 18 |
| No. of Attacks | 1 |
| Damage/Attack | 1 hp |
| Special Attacks | Air deprivation |
| Special Defenses | Nil |
| Magic Resistance | Nil |
| Size | S (2' long) |
| Morale | Unreliable (3) + special |
| XP Value | 270 |