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Whimpus, The Whirling Terrors

Whimpus
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The Whimpus, or Whirling Whimpus, is a terrifying cryptid said to inhabit the dense forests of the Appalachian Mountains. This creature stands about 7 feet tall, with a powerful, gorilla-like upper body and thin, hoofed legs. Its fur is thick and dark, and it is often described as having an unsettling, almost otherworldly presence due to its size and strange physical features. The Whimpus’s most distinctive characteristic is its spinning ability, which it uses as a hunting technique. When it starts spinning, it reaches very high speeds becoming nearly invisible and emitting a faint buzzing sound akin to a swarm of insects.

The Whimpus is nocturnal and solitary, often lurking in the shadows of well-trodden trails. Its modus operandi involves waiting motionless in a high-traffic area, where it uses the sound of its spinning to lure prey closer. Once the victim gets within reach, the Whimpus begins to spin faster, creating a disorienting, almost hypnotic effect that draws the prey into its grasp. This method is highly effective for catching prey, as the spinning force causes immediate incapacitation, followed by consumption. The creature leaves behind only sticky, sap-like remnants and large, deep footprints, making it difficult to trace the attack.

Motivated purely by hunger, the Whimpus seeks to satisfy its insatiable appetite through its unique and deadly hunting strategy. It preys on a variety of animals, including deer, bears, and humans, using its spinning ability to confuse and overwhelm its targets. The legend of the Whimpus endures in Appalachian folklore, where it symbolizes the dangers lurking in the remote, dark corners of the forest.


  • Whimpus 5e
  • Whimpus Pathfinder
Whimpus
Create

Large monstrosity, neutral evil


Armor Class: 16 (Natural Armor)
Hit Points: 142 (15d10 + 60)
Speed: 40 ft., Spin 50 ft.


STRDEXCONINTWISCHA
21 (+5)14 (+2)18 (+4)6 (-2)12 (+1)8 (-1)

Saving Throws: Strength +8, Constitution +7
Skills: Perception +4, Stealth +5
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Prone
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Understands Common but doesn’t speak
Challenge: 7 (2,900 XP)


Traits

Blurred Whirl (Trait). While spinning, the Whimpus’s body blurs, creating a disorienting effect. Attack rolls against the Whimpus are made with disadvantage unless the attacker has truesight or isn’t relying on sight.

Whirling Force. When the Whimpus uses its Spin ability, all creatures within 10 feet must succeed on a DC 15 Strength saving throw or be pushed 10 feet away and knocked prone.

Forest Camouflage. The Whimpus has advantage on Dexterity (Stealth) checks made to hide in wooded terrain.

Supernatural Speed. The Whimpus can take the Dash action as a bonus action while spinning.


Actions

Multiattack. The Whimpus makes two attacks: one with its claws and one with its bite.

  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
    Hit: 15 (2d8 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
    Hit: 17 (2d10 + 5) slashing damage.

Whirling Spin (Recharge 5–6). The Whimpus spins violently, creating a vortex of destruction. Each creature within 20 feet must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) slashing damage and is pulled 10 feet closer to the Whimpus. On a successful save, the creature takes half damage and isn’t pulled. The area within 20 feet of the Whimpus becomes difficult terrain until the end of its next turn due to debris and disorientation.


Reactions

Whirling Dodge. When the Whimpus is hit by an attack, it can use its reaction to reduce the damage by 1d10 + 5 as it spins to deflect the blow.


Tactics

The Whimpus relies on its spinning abilities to control the battlefield. It starts combat by using Whirling Spin to disorient and scatter enemies, then moves in to target weaker foes with its claws and bite. It uses its speed and Blurred Whirl to make itself difficult to hit, often weaving between enemies to force them into unfavorable positions. If cornered, it will retreat into dense terrain, using its Forest Camouflage to hide before striking again.

The Whimpus prefers to target isolated prey or use its spinning to split groups, creating chaos and capitalizing on its advantage in melee combat.

Whimpus 3
Create

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.

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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