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Ferret's 3.5 creature repository (3rd edition revision complete)
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<blockquote data-quote="Ferret" data-source="post: 1390752" data-attributes="member: 4052"><p>Hows this?</p><p></p><p></p><p>Whisp</p><p>Small Aberration (Air) </p><p>Hit Dice: 5d8 (40 hp)</p><p>Initiative: +13 (+9 Dex, +4 Improved Initiative)</p><p>Speed: Fly 50 ft. (perfect)</p><p>AC: 29 (+1 size, +9 Dex, +9 deflection)</p><p>Base attack/Grapple: +3/+1</p><p>Attack: Cold +16 melee (2d8)</p><p>Full Attack: Cold +16 melee (2d8)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Qualities: Spell immunity, Telepathy</p><p>Saves: Fort +3, Ref +12, Will +9</p><p>Abilities: Str -, Dex 28, Con 10, Int14, Wis 16, Cha 16</p><p>Skills: Bluff +11, Listen +17, Search_+14, Spot +17</p><p>Feats: Alertness, Blind-Fight, Dodge, Improved Initiative</p><p>Climate/Terrain: Any forest</p><p>Organization: Solitary </p><p>Challenge Rating: 6</p><p>Treasure: 1/10 coins; 50% goods; 50% items</p><p>Alignment: Any Non evil or chaotic</p><p>Advancement: 6-18 HD (Small)</p><p></p><p>What you see ahead of you is a white misty ‘cloud’, with small tendrils that float as it moves.</p><p></p><p>Wisps (Also known as whispers) are the goodly aligned cousins of Will o’ wisp. They vary in abilities from their evil cousins. They tend to be extremely shy, and introspective. Yet many a wizard has gone that way, because of a bonding with them as familiars. As Whisps are intelligent they are sometimes the one to propose that they become familiars to wizards, although they are not the only characters they befriend.</p><p></p><p>On sight they seem to be very small Air elementals</p><p></p><p>Spell Immunity (Ex): A whisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze.</p><p></p><p>Telepathy (Su): Whisps can communicate telepathically with any creature it touches that has a language. It can also tell the alignment, and race of the creature by performing this.</p></blockquote><p></p>
[QUOTE="Ferret, post: 1390752, member: 4052"] Hows this? Whisp Small Aberration (Air) Hit Dice: 5d8 (40 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: Fly 50 ft. (perfect) AC: 29 (+1 size, +9 Dex, +9 deflection) Base attack/Grapple: +3/+1 Attack: Cold +16 melee (2d8) Full Attack: Cold +16 melee (2d8) Space/Reach: 5 ft./5 ft. Special Qualities: Spell immunity, Telepathy Saves: Fort +3, Ref +12, Will +9 Abilities: Str -, Dex 28, Con 10, Int14, Wis 16, Cha 16 Skills: Bluff +11, Listen +17, Search_+14, Spot +17 Feats: Alertness, Blind-Fight, Dodge, Improved Initiative Climate/Terrain: Any forest Organization: Solitary Challenge Rating: 6 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Any Non evil or chaotic Advancement: 6-18 HD (Small) What you see ahead of you is a white misty ‘cloud’, with small tendrils that float as it moves. Wisps (Also known as whispers) are the goodly aligned cousins of Will o’ wisp. They vary in abilities from their evil cousins. They tend to be extremely shy, and introspective. Yet many a wizard has gone that way, because of a bonding with them as familiars. As Whisps are intelligent they are sometimes the one to propose that they become familiars to wizards, although they are not the only characters they befriend. On sight they seem to be very small Air elementals Spell Immunity (Ex): A whisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze. Telepathy (Su): Whisps can communicate telepathically with any creature it touches that has a language. It can also tell the alignment, and race of the creature by performing this. [/QUOTE]
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