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Attic WhispererCreature 4


NESmallUndead
Source Pathfinder Bestiary 2
Perception +10 (darkvision)
Languages Common, Necril
Skills Deception +11, Society +10, Stealth +13
Str +0, Dex +5, Con +0, Int +2, Wis +4, Cha +3

AC 21; Fort +8; Reflex +13; Will +12;
HP 60
Speed 20 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Jaws One Action +15 (+11, +7) to hit (agile, finesse) 2d8 Piercing
Bony Hand One Action +13 (+9, +5) to hit (agile) 2d10 Negative

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Aura of Sobs (auditory, aura, emotion, enchantment, mental, occult, concentrate)

10 feet.

An attic whisperer enshrouds itself in a tapestry of stolen voices. Each living creature that enters or starts their turn in the aura must succeed at a DC 19 will save or the unnerving, bitter sobs render them distraught and they become Stupefied 1 for as long as they remain within the aura. A creature that succeeds is temporarily immune for 1 hour.

The attic whisperer can activate or deactivate the aura with a single free action, which has the concentrate trait.

Whispered Despair Reaction (emotion)

Trigger A creature with an active emotion effect enters an attic whisperer's aura of sobs


Effect The attic whisperer attempts to counteract the emotion effect, with a counteract modifier of +13.

Steal Breath (curse, incapacitation, necromancy, occult)

The attic whisperer siphons the breath from living creatures, sapping their strength. A living creature hit by a jaws Strike must attempt a DC 21 fortitude save.


Critical Success The target is unaffected.

Success The target is Enfeebled 1 for 1 round.

Failure The target is Enfeebled 1 for 24 hours and Fatigued.

Critical Failure The target is enfeebled 1 for 24 hours, is fatigued, and falls Unconscious.

Steal Voice (curse, necromancy, occult, auditory)

When an attic whisperer hits a living creature with a bony hand Strike, it tries to pull the victim's voice into its aura. The victim must attempt a DC 21 will save.


Critical Success The target is unaffected.

Success The target's voice is weak for 1 minute. Anytime it attempts an action with the auditory trait, it must succeed at a DC 5 flat check or the action is lost.

Failure The target loses the ability to speak for 1 hour, until the curse is removed, or until the attic whisperer is destroyed, whichever comes first. During this time, the attic whisperer can perfectly mimic the target's voice, and the target takes a -2 circumstance penalty to saving throws against that attic whisperer's aura of sobs.

Critical Failure As failure, but the effects lasts until the attic whisperer is destroyed or the curse is removed.


Beware the haunting sobs of the attic whisperer, for they carry the pained wrath of an abandoned child who perished due to the neglect or absence of their caretakers. Animated by loneliness, the embittered spirit binds itself to the material world in a body made of bits and oddments of a lost childhood-wooden blocks, scraps of blankets, ratty dolls, buttons, carved trinkets, and glass marbles. To give themselves the semblance of a head, they top their patchwork bodies with a small animal's skull.

Attic whisperers most frequently lurk in old infirmaries, orphanages, and other such institutions where children were forgotten, and they lay dormant for decades in hopes that they might one day find a playmate to ease their eternal loneliness. When they sense the living, attic whisperers attempt to lure them into their clutches by calling out to them using the voice of a small child. Though attic whisperers intend only to play with those they encounter, they drain the breath and voice from living creatures as their dark impulses take over.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.