BOZ
Creature Cataloguer
time for a new one!
i dug up this obscure little fellow a while back...
PRESENCE (and WHISPS)
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOUR CLASS: 6
MOVE: 1”
HIT DICE: 11-15
% IN LAIR: 100
TREASURE TYPE: Nil
NUMBER OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Creation of whisps
SPECIAL DEFENCES: Need magical or silver weapons to hit
MAGIC RESISTANCE: Immune to sleep, charm, etc.
INTELLIGENCE: Genius
ALIGNMENT: Neutral evil
SIZE: S (2-3’ diameter)
PSIONIC ABILITY: Nil
Attack/Defence Modes: Nil
LEVEL/xp VALUE: Variable
Presences are highly intelligent, non-corporeal creatures who generally inhabit long-abandoned and little-frequented places. They are extremely evil, and spend most of their time in deep, introverted speculations on evil philosophy. In appearance they resemble a small zone of unnatural darkness, not unlike that produced by a darkness spell.
These creatures seldom move, and do not themselves attack in any direct way. However, they loathe all non-evil creatures, and hate to have their philosophical deliberations disturbed. In order to defend themselves, presences create whisps. Although whisps are only extensions of the presence, they may be thought of as distinct entities with the following characteristics for the purposes of combat:
ARMOUR CLASS: 2
MOVE: 18”
HIT DICE: 4 hp
NUMBER OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Ignore effects of armour (see below)
SPECIAL DEFENCES: Need magical or silver weapons to hit
SIZE: S (c. 1’ long)
In appearance, whisps are snake-like, writhing, green smoky clouds. Unlike smoke, however, they are unaffected by wind, etc, and are fast-moving and mobile. They are able to pass through the narrowest of cracks, and are even unhindered by up to six inches of wood or one inch of stone. A presence may send its whisps up to 50 feet away from itself, and its control over them may not be blocked.
When attacking, whisps strike like snakes and, being non-corporeal, are unaffected by armour or shields. All opponents are treated as having armour class 10 (modified for dexterity if appropriate). This ability extends even to creatures not normally affected by non-magical weapons and to creatures wearing magical armour or other magical protection devices. Whisps are not regarded as “summoned” creatures for the purposes of protection from evil spells etc. Whisps attack on the “Under 1 HD” column, but, as extensions of the presence, are treated as having more than one hit die for purposes of multiple fighter attacks.
Each whisp created by a presence causes the presence to lose four hit points. These are restored if the presence re-absorbs the whisp, but if the whisp is destroyed they are lost, The presence has total control over the actions of its whisps. It can create and control up to one whisp per hit die at any single time, but a presence will never convert all its hit points into whisps. Whisps can attack the round they are created.
The presence can see and hear exactly what the whisps see and hear, but has no sight or hearing except through one or more of its whisps. In the absence of whisps, a presence’s only sense is the ability to detect living creatures and their alignments within a radius of 60 feet. In general, a presence will create whisps in order to attack any creatures of non-evil alignment which it detects, retaining enough hit points to produce a number of whisps (usually a little under half its total capacity) to defend itself in case of absolute need.
some preliminary stats for the presence:
Presence
Small Aberration (Incorporeal)
Hit Dice: 11d8+X (X hp)
Initiative: +X
Speed: Fly 5 ft (1 square)
Armor Class: 14 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +X/+X
Attack: X
Full Attack:
Space/Reach: 5 ft/5 ft
Special Attacks: whisps
Special Qualities: damage reduction X/magic or silver, detect living, immune to sleep & charm, incorporeal traits
Saves: Fort +X Ref +X Will +X
Abilities: Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills: X
Feats: X
Environment: X
Organization: Solitary
Challenge Rating: X
Treasure: None
Alignment: Usually neutral evil
Advancement: X
Level Adjustment: ---
From module UK2 – The Sentinel

PRESENCE (and WHISPS)
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOUR CLASS: 6
MOVE: 1”
HIT DICE: 11-15
% IN LAIR: 100
TREASURE TYPE: Nil
NUMBER OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Creation of whisps
SPECIAL DEFENCES: Need magical or silver weapons to hit
MAGIC RESISTANCE: Immune to sleep, charm, etc.
INTELLIGENCE: Genius
ALIGNMENT: Neutral evil
SIZE: S (2-3’ diameter)
PSIONIC ABILITY: Nil
Attack/Defence Modes: Nil
LEVEL/xp VALUE: Variable
Presences are highly intelligent, non-corporeal creatures who generally inhabit long-abandoned and little-frequented places. They are extremely evil, and spend most of their time in deep, introverted speculations on evil philosophy. In appearance they resemble a small zone of unnatural darkness, not unlike that produced by a darkness spell.
These creatures seldom move, and do not themselves attack in any direct way. However, they loathe all non-evil creatures, and hate to have their philosophical deliberations disturbed. In order to defend themselves, presences create whisps. Although whisps are only extensions of the presence, they may be thought of as distinct entities with the following characteristics for the purposes of combat:
ARMOUR CLASS: 2
MOVE: 18”
HIT DICE: 4 hp
NUMBER OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Ignore effects of armour (see below)
SPECIAL DEFENCES: Need magical or silver weapons to hit
SIZE: S (c. 1’ long)
In appearance, whisps are snake-like, writhing, green smoky clouds. Unlike smoke, however, they are unaffected by wind, etc, and are fast-moving and mobile. They are able to pass through the narrowest of cracks, and are even unhindered by up to six inches of wood or one inch of stone. A presence may send its whisps up to 50 feet away from itself, and its control over them may not be blocked.
When attacking, whisps strike like snakes and, being non-corporeal, are unaffected by armour or shields. All opponents are treated as having armour class 10 (modified for dexterity if appropriate). This ability extends even to creatures not normally affected by non-magical weapons and to creatures wearing magical armour or other magical protection devices. Whisps are not regarded as “summoned” creatures for the purposes of protection from evil spells etc. Whisps attack on the “Under 1 HD” column, but, as extensions of the presence, are treated as having more than one hit die for purposes of multiple fighter attacks.
Each whisp created by a presence causes the presence to lose four hit points. These are restored if the presence re-absorbs the whisp, but if the whisp is destroyed they are lost, The presence has total control over the actions of its whisps. It can create and control up to one whisp per hit die at any single time, but a presence will never convert all its hit points into whisps. Whisps can attack the round they are created.
The presence can see and hear exactly what the whisps see and hear, but has no sight or hearing except through one or more of its whisps. In the absence of whisps, a presence’s only sense is the ability to detect living creatures and their alignments within a radius of 60 feet. In general, a presence will create whisps in order to attack any creatures of non-evil alignment which it detects, retaining enough hit points to produce a number of whisps (usually a little under half its total capacity) to defend itself in case of absolute need.
some preliminary stats for the presence:
Presence
Small Aberration (Incorporeal)
Hit Dice: 11d8+X (X hp)
Initiative: +X
Speed: Fly 5 ft (1 square)
Armor Class: 14 (+X Dex, +X natural), touch X, flat-footed X
Base Attack/Grapple: +X/+X
Attack: X
Full Attack:
Space/Reach: 5 ft/5 ft
Special Attacks: whisps
Special Qualities: damage reduction X/magic or silver, detect living, immune to sleep & charm, incorporeal traits
Saves: Fort +X Ref +X Will +X
Abilities: Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills: X
Feats: X
Environment: X
Organization: Solitary
Challenge Rating: X
Treasure: None
Alignment: Usually neutral evil
Advancement: X
Level Adjustment: ---
From module UK2 – The Sentinel