and the day has come!
the first issue we should resolve would be what size category this thing is...
Dragon Magazine #197 ("The Dragon's Bestiary," September 1993, Ed Greenwood).
Whipsting
CLIMATE/TERRAIN: All/Rocky, subterranean
FREQUENCY: Uncommon
ORGANIZATION: Solitary or small packs
ACTIVE TIME: Any
DIET: Carnivore, scavenger
INTELLIGENCE: Varies (1-12)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-6 (d6)
ARMOR CLASS: 7
MOVEMENT: 8, Fl 9 gliding (D)
HIT DICE: 1+4
THAC0: 20 (16 when springing)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-2 (bite)/1 x 2 (stings)
SPECIAL ATTACKS: Venom
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Jump
SIZE: S to L (tentacles 5’ to 20’ long)
MORALE: Steady (12)
XP VALUE: 120
The whipsting is a vicious predator found on rocky ledge caverns, and among ruins all across the Forgotten Realms. It is named for its lashing attack, in which it tries to drive an envenomed sting into an opponent. The strike of an attacking whipsting makes a loud, whiplike crack audible up to 70’ away. Whipstings have wrinkled, spherical bodies 6”-12” in diameter. From opposing sides of a whipsting’s ball-like form protrude two dexterous, tapering tentacles. These are usually about 5’ long, but some whipstings fought by adventurers have had tentacles up to 20’ long. Both tentacles end in sticky tips that aid the whipsting in grasping and climbing, each tip having a fixed, bony sting protruding at an angle just beside the leathery tentacle tip. Amid the “wrinkles” (skin flaps) of the muddy-gray body of a whipsting are many eyes. A whipsting has both normal vision and infravision effective to 120’.
On the underside of a whipsting is a sucking mouth dominated by three shark-like teeth set in a triangle. The teeth can move independently of one another and are capable of gnawing through armor plate. When they close together, they meet to completely seal the whipsting’s mouth. A whipsting eats any meat it, can, living or dead, gorging itself tirelessly. Its elastic body can expand to contain meals of up to 10 times its own size.
Combat: A whipsting usually waits for prey with one tentacle curled underneath itself to form a natural spring. If facing a large foe, a whipsting often avoids attacking or seeks to flee altogether by using this curled tentacle to leap about in a constant bobbing or bouncing pattern, like a pogo stick. Otherwise, its initial attack consists of suddenly straightening this tentacle to propel itself from its ledge or fissure in a wild spring that ends in a lashing whip of the whipsting’s body, which drives its envenomed sting deep into the opponent ( +4 to hit). The whipsting then tries to constrict, smother, or strangle prey by remaining attached to it, slapping with its tentacles to drive home its two stings. A whipsting’s sting strikes for 1 hp damage. A strike also injects its venom into or onto its prey (the poison is effective both internally and by skin contact).
The prey must save versus poison at -2 to avoid the venom effects. If the save fails, the prey shudders uncontrollably on the round following the sting-strike. Nausea and weakness ruin all attacks and spellcasting attempted by the victim on that round, and cause the automatic dropping of all wielded or carried objects. Tasks requiring high manual dexterity, such as picking a lock or writing a message, are impossible. The victim also suffers a one-round armor-class penalty of 1. On subsequent rounds, the victim can move normally but is still weak; attacks are at a -3 penalty to attack and damage rolls initially, -2 on the round following,-1 on the next round, and normal thereafter. Each successful whipsting strike results in another round of shuddering (as described above) unless saved against. Every successful whipsting attack must be saved against even if the target creature has previously escaped venom effects by a successful saving throw.
Habitat/Society: Little is known about these predators. They are believed to be hermaphroditic and to vary widely in intelligence. Whipstings lay eggs (large and rubbery like turtle eggs, often green-white or dun in color) in caves or dark crevices. These eggs are edible but have no market value. Whipstings are more often found in groups than alone, and they peacefully co-exist with each other. They are thought to live many years.
Ecology: Some whipstings have been domesticated as pets or guards; others are used as unwilling guardians. In Amn and Tethyr, whipstings are often imprisoned in small coffers atop treasure as a deterrent to thievery. This custom is rarer elsewhere but not unknown, and it is a special favorite of caravan merchants. Intelligent monsters often use whipstings to guard their lairs. Perytons and griffons are known to eat whipstings, biting off the stings with their first attacks to avoid the venom. Whipstings are themselves immune to the effects of all whipsting venom. Whipsting venom is an ingredient in the making of rings of weakness and nausea-inducing medicines.
Stingwings: Approximately 10% of all encountered whipstings have gauzy, fragile wings that allow them to glide down from heights without damage or jump farther than wingless whipstings, up to 60’ horizontally. Such wings can be regenerated in 1-3 days if damaged. The wings cannot be targeted in combat, but a captured “stingwing” could have its wings cut off (wings have AC 10 and 1 hp), and they will automatically be destroyed by any sort of area-effect flame spell.
Monstrous Compendium Annual One (1994):
Whipsting
CLIMATE/TERRAIN: Rocky, subterranean
FREQUENCY: Uncommon
ORGANIZATION: Solitary or small pack
ACTIVITY CYCLE: Any
DIET: Carnivore, scavenger
INTELLIGENCE: Varies (1 - 12)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1d6
ARMOR CLASS: 7
MOVEMENT: 91, Fl 9 (D)
HIT DICE: 1+4
THACO: 19 (15 if springing)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: (1-2) /1 (x 2)
SPECIAL ATTACKS: Venom
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: S-L (tentacles 5'-20' long)
MORALE: Steady (11- 12)
XP VALUE: 175
The whipsting is a vicious predator found on rocky ledges, in caverns, and among ruins. The strike of a whipsting makes a loud, whiplike crack audible up to 70 feet away. Whipstings have wrinkled, spherical bodies 6 to 12 inches in diameter. From opposing sides of a whipsting's ball-like form protrude two dexterous, tapering tentacles from 5 to 20 feet long. Both tentacles end in sticky tips that aid the whipsting in grasping and climbing, and each has a fixed, bony stinger protruding at an angle just beside the leathery tentacle tip. Amid the “wrinkles” (skin flaps) of the muddy-gray body are many eyes. A whipsting has both normal and infravision, effective to 120 feet.
On the underside of a whipsting is a sucking mouth dominated by three sharklike teeth, set in a triangle. The teeth can move independently of one another and are capable of gnawing through armor plate. When they close together, they meet to completely seal the whipsting's mouth.
Combat: A whipsting usually waits for prey with one tentacle curled underneath itself to form a natural spring. If facing a large foe, it avoids attacking or seeks to flee altogether by using this curled tentacle to leap about like a pogo stick. Otherwise, its initial attack consists of suddenly straightening this tentacle to propel itself in a wild spring that ends in a lashing whip of the body, driving its envenomed stinger deep into an opponent (+4 attack, bonus). The whipsting then tries to constrict, smother, or strangle prey by remaining attached to it, slapping with its tentacles to drive home its two stings. A whipsting's stinger strikes for 1 point of damage and also injects venom into or onto its prey. The prey must successfully save vs. poison with a -2 penalty to avoid the venom's effects. If the save fails, the prey shudders uncontrollably on the round following the sting. Nausea and weakness ruin all attacks by the victim in that round, and cause the automatic dropping of all wielded or carried objects; tasks requiring high dexterity are impossible. The victim also suffers a one-round Armor Class penalty of 1. On subsequent rounds, the victim can move normally, but remains weak - attack and damage rolls suffer -3 penalties in that round, then -2 penalties the following round, -1 penalties on the next round, and return to normal thereafter. Every successful sting results in another round of shuddering (barring a successful Save).
Habitat/Society: Little is known about these predators. They are believed to be hermaphroditic and to vary widely in intelligence. They lay eggs (large and rubbery, like turtle eggs, often green-white or dun in color) in caves or dark crevices. These eggs are edible, but have no market value. Whipstings are more often found in groups than alone, and they peacefully coexist with each other, They are thought to live many years.
Ecology: A whipsting eats any meat it can find, living or dead, gorging itself tirelessly. Its elastic body can expand to contain meals of up to 10 times its own size.
Whipstings have been occasionally domesticated as pets or guards. Perytons and griffons are known to eat whipstings, biting off the stings with their first attacks to avoid the venom. Whipstings are themselves immune to the effects of their own venom, which is an ingredient in the making of rings of weakness and nausea-inducing medicines.
Stingwings
Approximately 10% of whipstings have gauzy, fragile wings that allow them to glide down from heights or jump farther than wingless whipstings - up to 60 feet horizontally. Such wings regenerate in 1d3 days if damaged. The wings cannot be targeted in combat, but a captured stingwing could have its wings cut off (AC 10, 1 hp), and they will automatically be destroyed by any sort of area-effect fire spell.