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<blockquote data-quote="Ferret" data-source="post: 180599" data-attributes="member: 4052"><p>Good vs Evil, Light vs dark, Jedi vs Sith, Will o' wisp vs Whisp.</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>Attacks: Cold +16 melee</p><p>Damage: Cold 2d8</p><p>Face/Reach: 5 ft. by 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, Int_14, 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: Between Lawful Neutral and Lawful good </p><p>Advancement: 6-14 HD (Small)</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. They start by communicating, it is quite shocking to have a feeling of cold on the back of your head and the words "I am Slyivis the air whisper, and I have come to befriend you, do not fear my call!" then they lead them down the path of wizardry. Not all of a Whisps friends are magi, some can be druids' friends, and some may even take fancy to some fighters.</p><p></p><p>Spell Immunity (Ex): The only spells that can affect Whisps are magic circle against law, magic circle against good, magic missile, maze, protection from law, and protection from good.</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: 180599, member: 4052"] Good vs Evil, Light vs dark, Jedi vs Sith, Will o' wisp vs Whisp. 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) Attacks: Cold +16 melee Damage: Cold 2d8 Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Spell immunity, Telepathy Saves: Fort +3, Ref +12, Will +9 Abilities: Str -, Dex 28, Con 10, Int_14, 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: Between Lawful Neutral and Lawful good Advancement: 6-14 HD (Small) 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. They start by communicating, it is quite shocking to have a feeling of cold on the back of your head and the words "I am Slyivis the air whisper, and I have come to befriend you, do not fear my call!" then they lead them down the path of wizardry. Not all of a Whisps friends are magi, some can be druids' friends, and some may even take fancy to some fighters. Spell Immunity (Ex): The only spells that can affect Whisps are magic circle against law, magic circle against good, magic missile, maze, protection from law, and protection from good. 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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