Whisp (3.5e Creature)
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This creature type is intended to be used as part of the Fortress Celestia Campaign Setting as a form of the aiar creature subtype.
Whisp (Least Aiar) | |
---|---|
Size/Type: | Tiny Outsider (Celestial) |
Hit Dice: | 1/4D8 (1 hp) |
Initiative: | +0 |
Speed: | 30 ft. (6 squares) |
Armor Class: | 18 (+2 size, +1 deflection, +5 dex), touch 18, flat-footed 13 |
Base Attack/Grapple: | +1/-2 |
Attack: | none |
Full Attack: | none |
Space/Reach: | 1 ft./1 ft. |
Special Attacks: | Distraction |
Special Qualities: | Least Aiar Traits |
Saves: | Fort -2, Ref +7, Will +2 |
Abilities: | Str 2, Dex 20, Con 2, Int 2, Wis 10, Cha 3 |
Skills: | Hide +4, Listen +0, Move Silently +12, Spot +0 |
Feats: | Alertness |
Environment: | Lower layers of Fortress Celestia |
Organization: | solitary, hand (2-9), swarm (20-200) |
Challenge Rating: | 1 |
Treasure: | none |
Alignment: | Always Neutral Good |
Advancement: | 1-2 HD (tiny), 3-4 HD (small), promotion |
Level Adjustment: | +3 |
The thing following you seems to be a piece a fabric woven from a beam of light, twisting in a nonexistent strong wind within an invisible sphere 2 feet across. It drifts slowly toward you as its folds shift faster than your eyes can follow.
Whisps are the petitioners of the aiar. Their purpose is to grow in spiritual power until they are strong enough to transform themselves into 'adult' least aiar. Whisps survive mainly on a diet of 'good vibes' from the presence of healthy plants and animals, joyful creatures, and beings of good alignment.
Combat[edit]
Whisps are almost useless in combat, but can be brave and cunning when they must. They can sense aggression and evil, and normally avoid them; if cornered they will attempt to mass together to overwhelm an opponent, then suddenly dart past, passing through solid objects to cover their escape. They will help a good - aligned creature under attack by distracting the attacking force in the same way. If it is obvious the whisps present are insufficient to overwhelm a foe, the whisps will summon aiar before moving in. Sometimes they will help a non - good creature if it has non - evil tendencies and is not acting aggressively, only acting in self - defence.
Distraction (Ex): Any living or intelligent undead creature that begins its turn with a hand of whisps in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Least Aiar Traits[edit]
Least aiar have all outsider features and traits, except for the following: least aiar are incorporeal and do not use armor, shields, weapons, or other equipment. They cannot reproduce by any means except recruitment and promotion. When slain, the incorporeal bodies of least aiar disintegrate, reforming as a whisp after 2 - 24 hours if inside Fortress Celestia. Least aiar are fragile creatures with fewer hit points, often just 1 or 2, than other outsiders. They do not always follow the usual outsider rules for skills. Least aiar have an innate ability to sense alignment and summon other aiar nearby. Least aiar can only earn XP from good or selfless acts.
Aiar Alignment Sense (Su): Whisps can sense good, evil, and base emotions including aggression up to 20 feet away; strongly good or strongly evil beings and effects such as pit fiends or a holy place, can be detected up to a mile away; whisps do not sense the good or evil directly, only a sense that something dangerous is in a certain general direction.
Summon Aiar (Sp): A whisp can cast 'summon aiar' once an hour with a 40% chance of success. Roll 1d6 to see what shows up: 1-3: a hand of whisps; 4-5: a skyfish; 6: a fey'iar.
A hand of whisps casting together has a 60% chance of success. Roll 1d6: 1-3: 1d3 swarm of whisps; 4-5: a patrol of skyfish; 6: band of a fey'iar.
A swarm of whisps casting together has an 80% chance of success. Roll 1d6: 1-3: 1d3 swarms of whisps; 4-5: a swarm of skyfish; 6: a tribe of fey'iar.
Lifecycle and Advancement[edit]
Whisps start life at about 8 inches in diameter and can grow to nearly 4 feet across. As a whisp gains spiritual power from being in the presence of goodness or from its own good deeds, it grows in size until it is ready to transform into a skyfish. The transformation process is easiest for those who were of lawful good alignment, met all their responsibilities regularly, and avoided evil and selfish acts in their previous lives. Others may level up and reach multiple hit dice before transforming just to survive the process.
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