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Whimpus

Whimpus
Image by Coert Du Bois, from Fearsome Creatures of the Lumberwoods

This large furry beast is roughly humanoid in shape, with a head reminiscent of both an ape and a bear. Its arms reach down to the ground and its large hands are flat with wide fingers, like paddles. Compared to its broad shoulders and massive muscular torso, its legs appear to be small and underdeveloped.

Taken from the Creature Codex

Whimpuses are strange humanoid predators native to rugged, mountainous forests. Although their legs are small, they are powerfully muscled, which gives them the ability to spin like a top. It is this spinning that gives them their colloquial name, “whirling whimpus” and serves as their primary hunting mechanism. A whimpus uses its strong arms and rapid spinning to beat its victims into paste.

Whimpuses are of nearly human intelligence, but have little in the way of society. They are usually solitary creatures, as they require large amounts of food and the forests in which they dwell are generally sparse in prey. Mated whimpuses remain together for life, and it is these creatures that usually cause the most problems for loggers and settlers, as they must roam over long distances to forage. The high pitched scream of a whimpus can be heard for miles, and if a pair is separated, they will communicate over great distances with shrill calls. Whimpuses collect treasure, the shinier the better. Especially canny whimpuses will use their loot as bait for humanoids with more greed than sense.

Whimpus              CR 8

XP 4,800
NE Large monstrous humanoid
Init 
+4; Senses darkvision 60 ft.,low-light vision, Perception +14, scent

Defense

AC 22(-1 size, +4 Dex, +9 natural)
hp 
104 (11d10+44)
Fort 
+7, Ref +11, Will +8
Immune sonic
Defensive Abilities 
evasion

Offense

Speed 30 ft., climb 20 ft.
Melee 
2 slams +17 (1d8+6), bite +17 (1d6+6)
Space 
10 ft.; Reach 10 ft.
Special Attacks 
keening, whirl

Statistics

Str 22, Dex 19, Con 19, Int 9, Wis 13, Cha 15
Base Attack +11; CMB +18; CMD 32
Feats 
Dazzling Display, Dodge, Intimidating Prowess, Mobility, Shatter Defenses, Weapon Focus (slam)
Skills 
Climb +20, Intimidate +21, Perception +14, Stealth +13
Languages 
Sylvan

Ecology

Environment cold andtemperate forests and mountains
Organization 
solitary, pair or tumble (3-4)
Treasure 
standard

Special Abilities

  • Keening (Su) As a standard action, a whimpus can emit a high pitched concussive screech. All creatures within 30 feet of the whimpus takes 6d6 points of sonic damage and is sickened for one minute. A successful DC 19 Fortitude save reduces the damage to half and negates the sickening. A whimpus can keen once every 1d4 rounds. The save DC is Constitution based.  This is a sonic effect.
  • Whirl (Su) A whimpus can begin to whirl as a move action, spinning its body at supernatural speeds. This functions as a haste spell, with the following additions. A whirling whimpus can move up to its speed in the same round it makes a full attack action. When a whimpus is whirling, it gains concealment as per the blur spell. A whimpus can whirl for a number of rounds equal to 3 plus its Constitution modifier; it can end its whirling as a free action. If a whimpus is stunned, paralyzed or rendered helpless, its whirling immediately ends. Once a whimpus’ whirl ends, it is fatigued for a number of rounds equal to twice the duration of its whirling. A whimpus can whirl three times per day.
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