Attic Whisperer
An attic whisperer spawns as the result of a lonely or neglected child's death. Rather than animating the body of the dead youth, the creature rises from an amalgam of old toys, clothing, dust, and other objects associated with the departed—icons of the child's neglect. The widely varying materials that fuse together to form these creatures lead to attic whisperers with vastly different appearances. Attic whisperers linger in the places where they were formed, typically old homes, orphanages, schools, debtors' prisons, workhouses, and similar places where children might be discarded. When an attic whisperer first forms, it does so without a skull—this does not impact the creature's abilities in any way, but it usually seeks out a small animal's skull as a form of decoration soon after it manifests.
An attic whisperers haunts shadowy, forgotten places like old buildings and dilapidated institutions, places that were once homes to both young children and subtle evils. Hiding in drafty attics and moldy basements, an attic whisperer might lie dormant for decades while the quick go about their lives—often a scant floor away. The coming of a new child, though, rekindles some hope in the creature, its animating spirits motivated by loneliness, and ever seeking comfort and companionship. Once an attic whisperer finds a potential playmate, it does all it can to ensure it will never be lonely again by attempting to lure its friend to it, singing nursery rhymes, leaving trails of old toys, or calling out in the stolen voices of other children.
Destroying an attic whisperer reduces it to its component parts, usually consisting of dusty junk left to molder in the attics of old houses, though a few items, such as china dolls, small lockets, music boxes, precious marbles, fine teacups, sculpted metal soldiers, or the like, may have some value.
- HP
- 45 (6d8+18)
- AC
- 19, touch 16, flat-footed 14 (+4 Dex, +1 dodge, +3 natural, +1 size)
- Speed
- 20 ft.
- Init
- +8
- Melee
- bite +9 (1d4-1 plus steal breath), touch +4 melee touch (steal voice)
- BAB
- +4
- CMB
- +2
- CMD
- 17
- Fort
- +5
- Ref
- +6
- Will
- +8
Weapons: Simple
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Bluff +9, Climb +8, Knowledge (history) +8, Knowledge (local) +8, Perception +12, Stealth +17
- Type
- Undead
- Alignment
- NE
- Size
- Small
- Environment
- any urban or ruins
- Organization
- solitary, pair, or chorus (3-8)
- Treasure
- incidental
- Senses
- darkvision 60 ft.; Perception +12
- Languages
- Common (plus any 2d4 from victims)
- Source
- Bestiary 2
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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