Whi-lu-gho-yuk
“Beware the Arctic Shadows: Wi-lu-gho-yuk, the Mouse-Like Demons of Inuit Nightmares!”
Wi-lu-gho-yuk, denizens of Inuit folklore, manifest as small, mouse-like entities that prowl the frozen landscapes of Alaska. Despite their unassuming appearance, their malevolent nature becomes apparent in their eerie actions. These demonic creatures are irresistibly drawn to movement, navigating through icy realms with an uncanny ability to detect their unsuspecting prey. Once identified, they embark on a sinister sequence of actions, gnawing holes in the shoes of their victims and subsequently traversing their bodies.
The climax of their malicious ritual unfolds as the wi-lu-gho-yuk burrows into the chest of their unfortunate target, consuming their heart in a grim culmination. The mortal confronted by these creatures finds themselves defenseless against such supernatural assaults, with few exceptions. A peculiar twist in their behavior reveals that if an individual spots a wi-lu-gho-yuk before an attack and manages to remain perfectly still, the demonic entity may spare them. However, this mercy comes at a price, as those spared are burdened with the responsibility of becoming adept hunters, with their inaugural prey being none other than these insidious demons.
These eerie creatures can only be vanquished by attacks potent enough to slay small animals, unraveling the cryptic and perilous realities hidden beneath the icy surface of Arctic landscapes. The folklore surrounding wi-lu-gho-yuk serves as a cautionary tale, emphasizing the ever-present dangers lurking in the depths of the frozen wilderness.
Whi-lu-gho-yuk (Swarm) 5e
Whi-lu-gho-yuk Pathfinder
Wi-lu-gho-yuk Swarm
Small Fiend (Tunerak Swarm), Neutral Evil
Armor Class 12
Hit Points 77 (14d6 + 28)
Speed 30 ft., Burrow 15 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 14 (+2) | 6 (-2) | 10 (+0) | 8 (-1) |
Skills Stealth +4
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Blinded, Charmed, Deafened, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 10
Languages —
Challenge 3 (700 XP)
Keen Smell. The wi-lu-gho-yuk swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny fiend. The swarm can’t regain hit points or gain temporary hit points.
Tunneler. The wi-lu-gho-yuk swarm can burrow through solid ice and snow at half its burrow speed.
Pack Tactics. The swarm has advantage on an attack roll against a creature if at least one of the swarm’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Swarm Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Heart Devour. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature incapacitated by the wi-lu-gho-yuk swarm. Hit: The target takes 18 (4d8) necrotic damage, and the wi-lu-gho-yuk swarm gains temporary hit points equal to the damage dealt.
Terrifying Gnaw. The wi-lu-gho-yuk swarm attempts to gnaw holes into the shoes of creatures within its space. Each creature in the swarm’s space must succeed on a DC 11 Dexterity saving throw or have its movement speed reduced by half until the damage is mended.
A swarm of Wi-lu-gho-yuk appears as a relentless and eerie collective of small, mouse-like demonic creatures, their icy fur gleaming with an otherworldly glow. In search of their prey, they move with unsettling coordination, attracted by the slightest hint of movement. As the swarm approaches, the chilling presence of these demonic beings sends shivers down the spines of any who witness their malevolent advance.
Individually frail, they become a formidable force in their collective, gnawing through obstacles with supernatural efficiency. The swarm’s goal is to infiltrate unsuspecting victims, burrowing into their chests to consume their hearts. Those who manage to stand perfectly still may avoid their deadly assault, turning the tide against these creatures and transforming into successful hunters. Swift and elusive, the Wi-lu-gho-yuk swarm is a manifestation of terror in the icy landscapes they haunt.
Whi-lu-gho-yuk
You see a tiny rodent scurry before you; only on closer inspection do you notice its razor-sharp teeth and pointed claws.
Taken from the Creature Codex
The whi-lu-gho-yuk is one of the most feared predators of the tundra, and also one of the smallest. Although they resemble harmless voles or mice to an untrained eye, these creatures are savage hunters able to strip a human to the bone in mere minutes. Whi-lu-gho-yuks are ambush predators, attacking so quickly and precisely that many victims fail to realize they’ve been struck until they are already dying. They consume their prey from the inside out while it is still alive. Their magical metabolisms allow them to efficiently digest hundreds of pounds of animal matter despite their diminutive frames.
Whi-lu-gho-yuks live their lives on a boom-and-bust cycle, spending much of their time in deep hibernation beneath the permafrost and only awaking when they feel the vibrations of a large creature approaching. Savvy travelers can recognize the site of a whi-lu-gho-yuk lair by the scattered bones surrounding tiny burrows. During the migration season, multiple whi-lu-gho-yuks may work together to bring down enormous prey such as musk oxen, caribou and mammoths—the sight of an animal torn apart from within by a dozen voracious whi-lu-gho-yuks is not one easily forgotten.
Whi-lu-gho-yuk CR 3
XP 800
N Diminutive magical beast Init +5;
Senses low-light vision, Perception +5, scent, tremorsense 30 ft.
Defense
AC 19, touch 19, flat-footed 14(+4 size, +5 Dex)
hp 16 (3d10)
Fort +3, Ref +8, Will +2
Defensive Abilities evasion
Offense
Speed 20 ft., burrow 20 ft.
Melee bite +12 (1d2-1 plus infest)
Space 1 ft.; Reach 0 ft.
Special Attacks painless bite
Statistics
Str 8, Dex 21, Con 11, Int 2, Wis13, Cha 6
Base Atk +3; CMB +4; CMD 13 (17 vs. trip)
Feats Nimble Moves, Weapon Finesse
Skills Perception +5, Stealth +22
Ecology
Environment cold plains
Organization solitary, pair or swarm (4-12)
Treasure incidental
Special Abilities
- Infest (Ex) Whenever a whi-lu-gho-yuk hits an opponent with its bite attack, the opponent must succeed a DC 16 Reflex save or the whi-lu-gho-yuk burrows under its skin and begins to feed on its tissues and organs. A whi-lu-gho-yuk deals 1d4 points of Con damage and 1d4 points of bleed each round it remains inside a host. The whi-lu-gho-yuk can be attacked within the host, but it is treated as having total cover, and any damage dealt to it is divided evenly between itself and the infested host. An infesting whi-lu-gho-yuk can be removed with a successful DC 20 Heal check using a slashing implement as a full-round action. This deals 1d4 points of damage to the host, regardless of whether or not the Heal check was successful. Any magical effect that removes disease automatically expels a whi-lu-gho-yuk into the host’s space, and the whi-lu-gho-yuk must succeed a Fortitude save against the DC of the spell or be stunned for 1d4 rounds. The save DC is Dexterity based.
- Painless Bite (Su) A whi-lu-gho-yuk’s attacks cause no pain, even as it consumes its prey from the inside. If a whi-lu-gho-yuk attacks from hiding, the victim of its attack must succeed a DC 15 Perception check to notice that it has been attacked. The DC decreases by 3 each round the whi-lu-gho-yuk infests its victim, as the victim grows paler and blood begin to seep from unseen wounds.