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Whispering Fiend

by Jamie Baty

WotI 108
Medium Outsider (Chaos, Evil, Exalted, Extraplanar)
Hit Dice: 10d8+20 (65 hp)
Initiative: +4 (+2 Dex, +2 Enhanced Reflexes)
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armour Class: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple: +10/+16
Attack: Claw +12 melee (1d6 +2)
Full Attack: 2 Claw +12 melee (1d6 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Call other, energy drain, leech, mind power, summon
Special Qualities: Change shape, control undead, damage reduction 10/good or cold iron, darkvision 60ft., enhanced reflexes, fiend immunities, immunity to electricity and poison, outsider traits, potent magic, resistance to acid 10, cold 10, and fire 10, spell-like abilities, spell resistance 18, telepathy 100 ft., tongues
Saves: Fort +9, Ref +9, Will +10
Abilities: Str 15, Dex 15, Con 15, Int 18, Wis 16, Cha 28
Skills: Bluff +24, Concentration +15, Diplomacy +25, Disguise +22*, Escape Artist +15, Hide +15, Intimidate +24, Knowledge (arcana) +14, Knowledge (the planes) +14, Listen +22, Move Silently +15, Search +12, Spot +22, Survival +4, Use Rope +3
Feats: Dodge, Improved Grapple (B), Mobility, Persuasive, Skill Focus (Diplomacy)
Environment: Entropic Planes
Organisation: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium)
Level Adjustment: -

Also known as the Charmer or Gray Deceiver, this fiend is never found with others of its kind, nor with Hissing Fiends. It prefers to act alone or as the companion of a more powerful fiend. Its natural form is that of a human female with small horns and great bat-like wings (not attached to her arms). It seldom is seen in this form, preferring to change shape to appear as an extremely seductive mortal, usually female and of whatever race suits its needs.
Whispering fiends naturally speak Abyssal, Celestial and Draconic, but with the tongues ability, have difficulty communicating with any sentient creature.
The forms of whispering fiends are based on the succubus, although any creature raised to this status is given this form.

Whispering fiends are not warriors. They prefer to have charmed followers, beguiled allies, and summoned creatures to fight and defend it. They truly enjoy turning foes against one another. If forced to fight, they can attack with their claws.
Whispering fiends use their change shape ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with one of them, whereupon the whispering fiend applies her life-draining kiss. Whispering fiends are not above taking on the role of a damsel in distress when encountered within a dungeon.
Whispering fiends are proficient with all simple and martial weapons, and will occasionally use one. When using a weapon, the whispering fiend may use its offhand claw (if free) as a secondary attack. They do not use armour.

Call Other (Sp): Once per round, a whispering fiend may attempt to call another fiend or entropic immortal to come to its aid. Each attempt has a 15% chance of success. There is no limit to the number of times this ability may be used, or on the total number of allies called (although no more than one ally will respond to an individual call).

Energy Drain (Su): A whispering fiend drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the whispering fiend must start a grapple. The fiend's kiss or embrace bestows three negative levels. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the whispering fiend. The victim must succeed on a DC 24 Will save to negate the effect of the suggestion. The DC is 24 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
In addition, with each successful kiss or embrace, the whispering fiend gains 3d4hp. Hit points gained in excess of the fiends normal hp total last for 10 minutes.

Leech (Su): A whispering fiend drains power points from an immortal or exalted creature it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the whispering fiend must start a grapple. The fiend's kiss or embrace drains the victim of 10 power points. If a Fortitude save vs DC 24 (Cha based) is successful, the power point loss is temporary; if failed, permanent.
In addition, with each successful kiss or embrace, the whispering fiend gains 10 temporary power points. Power points gained in excess of the fiend's normal power point total last for 10 minutes or until used.

Mind Power (Sp): As a swift round action, a whispering fiend may create a variety of spell-like effects at the expenditure of Power Points. A whispering fiend possesses 100 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Whispering fiends are associated with the Sphere of Entropy. The following are typical uses for the Power Points:
A whispering fiend can cast any mortal spell at 25th level, but that costs her double the spell level in PP (for example, a fire ball would cost her 6 PP).

Summon (Sp): Once per day a whispering fiend can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Change Shape (Su): A whispering fiend can assume the form of any Small or Medium humanoid.

Control Undead (Sp): A whispering fiend may command undead as if it were a 23rd level cleric. The whispering fiend must make a turn check normally, and ignores any rebuke result. The fiend must take a standard action to give mental orders to a commanded undead. At any one time, the fiend may command any number of undead whose total Hit Dice do not exceed her effective level (23). She may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. This ability may be used at will.

Damage Reduction (Su): A whispering fiend has damage reduction of 10/good or cold iron. Its natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Enhanced Reflexes (Ex): A whispering fiend gains a +2 bonus to Initiative and its foes take a -2 penalty to all skill checks made at the beginning of an encounter to determine awareness

Fiend Immunities (Ex): Lesser Fiends are immune to ability damage, ability drain, energy drain, disease, all types of scrying and the effects of unnatural aging.

Potent Magic (Ex): Unlike mortal creatures, a whispering fiend can affect an immortal with its magical attacks.

Spell-like Abilities (Sp): At will
charm monster, detect good, detect thoughts, ethereal jaunt (self plus 50 pounds of objects only), suggestion, greater teleport (self plus 50 pounds of objects only). Caster level 25th. The save DCs are Charisma-based.

Telepathy (Su): A whispering fiend can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Tongues (Su): A whispering fiend has a permanent tongues ability (as the spell, caster level 25th). Whispering fiends usually use verbal communication with mortals.

Skills: Whispering fiends have a +8 racial bonus on Listen and Spot checks. *While using her change shape ability, a whispering fiend gains a +10 circumstance bonus on Disguise checks.