Chaos Whirligig (3.5e Monster)
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|Size/Type:||Medium Fey (Chaotic, Extraplanar)|
|Hit Dice:||5d6+10 (27 hp)|
|Armor Class:||17 (+5 dex, +2 natural), touch 15, flat-footed 17|
|Attack:||Slam +7 melee (1d6+1 plus spasm, 20/x2)|
|Full Attack:||Slam +7 melee (1d6+1 plus spasm, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||SLAs, Sneak Attack 2d6, Spasm|
|Special Qualities:||Chaos Aura, Disregard Gravity, DR 5/cold iron, Evasion, Flowmotion, Immunity to compulsion and paralysis, Low-Light Vision, Resist Acid/Cold/Electricity/Fire 5|
|Saves:||Fort +3, Ref +9, Will +6|
|Abilities:||Str 13, Dex 21, Con 15, Int 12, Wis 14, Cha 20|
|Skills:||Bluff +13, Concentration +10, Escape Artist +13, Listen +10, Move Silently +13, Perform Dance +13, Spot +10|
|Feats:||Combat Expertise, Improved Feint|
|Organization:||Solitary, Pair, or Herblegerble (3-8)|
Dancing figures, human-shaped yet devoid of human features, swirled and danced before you in confusing chaotic ways. It was memorizing.
A type of fey not native to this realm, these chaotic creatures sometimes slip from the edge of the far realm into reality. Subject to our physics they appear as mannikin-like figures in a perpetual state of dance, and whose color, textures, and even overall shape seems subject to change as if part of a fuzzy ill-remembered dream. They are not innately hostile, but their motives are incredibly unclear and at times they seem to develop inexplicable compulsions to do something. When this happens they reveal themselves from their normal invisible lurking and begin wrecking havoc.
Chaos Whirligigs seem to understand Sylvan, but speak in a mishmash of Sylvan that is completely incomprehensible. When subject to magical translation, the messages remain abstract and bizarre but can sometimes convey intent. The only clear message ever delivered via this is that they seem, in general, to be just as confused and annoyed by the world as they are mystifying to us.
When chaos whirligigs are hostile they tend to get close and personal, as their swirling motions are incredibly difficult to read and merely being near them produces hazards physically and supernaturally as they spin and spin and spin. Their unpredictability and tendency to gang up on targets allows them to get in sneak attacks.
Chaos Aura (Su): Being close to a chaos whirligig disrupts magic. Creatures within 20 ft of a chaos whirligig casting spells or similar effects must succeed on a DC 20 Concentration check, or have their spell subject to misspell (no additional save).
In addition, when a creature first observes any chaos whirligig in motion (regardless of distance) they must make a Will save DC 17 or become fascinated until the fascination is broken or line of sight is broken for at least 1 round. A successful save renders immunity to further attempts for 1 minute. This passes over scrying and video feeds, but not recordings. The DC is Charisma based.
Disregard Gravity (Ex): Chaos whirligig are not subject to gravity if they don't want to be. They can choose not to fall if they wish (though they are unable to walk on air and may be immobile), and are immune to falling damage. They can also treat any surface as if possessing subjective gravity, walking on walls and ceilings as easily as the floor.
Flowmotion (Ex): A chaos whirligig is always dancing and always in motion. It is impossible to stop their movement short of physical restraint, and even then they never stop twitching. Their movement sometimes seems to slide in unnatural ways, giving them in the appearance of being boneless or liquid. The result of this is that they never provoke attacks of opportunity for movement, and cannot be slowed to move than 1/2 their movement speed by any effect short of immobilization via grappling or some other physical means, including passing through solid fog at half speed.
Spell-Like Abilities (Sp): At will-invisibility (self only), lesser confusion (DC 16). 2/day- chaos blaze (DC 16), entropic shield, minor image (DC 17). Caster level 5th, the saving throws are Charisma based.
Spasm (Su): The touch of a chaos whirligig causes the target to begin moving too. Those struck by a chaos whirligig are teleported in a random direction and distance (1d8 for direction, up to 1d6x5 ft away). If this would place the creature in an illegal spot, such as in a wall, they are brought to the nearest legal spot and takes 1d6 points of backlash damage for every 5 ft they had to be displaced. In addition, they are subject to chaos aura regardless of distance for 1 round.
Sneak Attack: A chaos whirligig has 2d6 sneak attack as a rogue.