Creature: Hollow Wisp

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Hollow wisps.

Insubstantial alien predators that originated from the depths of the Tenebrium, hollow wisps kill by generating insanity and despair in their victims, feeding upon the twisted spiritual energies their antics leave behind. These unnatural horrors slip between worlds where and when the boundaries thin. Their presence alone opens any gap a bit wider, allowing more dreadful entities to pass through, and many view them as harbingers of the Void.

Hollow wisps are recognized in Trinity as vilekin.

Overview

Hollow wisps are shadowy, translucent orbs of wispy tendrils that flow and writhe as if in winds that aren’t there. They have a subtle iridescent glossy sheen and are between two and three feet in diameter. Adding to their strangeness is the fact that they don’t make any noise. Frequently their victims scream in agony or whimper in despair, but the hollow wisps themselves are completely silent no matter what they are doing at any given moment. A hollow wisp’s victim can feel a hit from the hollow wisp, but the hollow wisp’s tendrils continue to twist and flow undisturbed.

These creatures do not have mouths and do not ingest solid matter. These bizarre creatures don’t even need to breathe. When hollow wisps feed on a victim, they do no physical damage, instead feasting on the soul of their victims, leaving a corpse that shows no signs of physical distress.

Utterly alien, a hollow wisp’s motivations are a mystery: though they are known to be tied to the Void in some fashion, their actions beyond what that origin makes obvious are inexplicable. None show human-like emotions, though they withdraw or flee if they are in danger. They do this not out of fear, however: they seem to exhibit some level of survival instinct, a trait somewhat incongruous with their nature. A group of hollow wisps that has an experience of near-defeat rarely voluntarily confronts those foes again. The exception is when the opponents later became vulnerable, in which case the hollow wisps decide to attack again. The motivation for this second attack is only the desire to feed; hollow wisps feel no anger, nor recognize the concept of revenge.

Much like nihimentals, hollow wisps seem capable of innate communication with each other through means inexplicable to mortals. These creatures possess exceptional skills at evaluating potential targets. If overmatched, they withdraw as soon as possible. Though hollow wisps are not normally scavengers, one or more of them might follow a party of adventurers for a time, then float in to feed on the remnants of soul energy left on the corpses of creatures defeated by the party. This likely happens if the hollow wisps decided that the party is too powerful to defeat. If, however, one of the party falls in combat, the wisps have no basis for understanding that the rest of the party might object to them feeding on the fallen adventurer. The wisps don’t understand that this action could bring an end to the chain of easy meals. So, even though they feed on the spiritual energy of their victims, they don’t appear to understand or relate to the creatures that possess that which they consider their prey.

Hollow Wisps
Name Level Role
Hollow Wisp Darter 1 Skirmisher
Hollow Wisp Drone 1 Lurker (Minion)
Hollow Wisp Lasher 1 Sentinel
Hollow Wisp Pulsar 1 Ravager
Hollow Wisp Coalescent 2 Lurker (Leader)
Hollow Wisp Thought Eater 2 Controller
Hollow Wisp Defiant 3 Sentinel
Hollow Wisp Ripper 4 Brute
Hollow Wisp Warp Wender 4 Controller
Hollow Wisp Thought Scourge 5 Ravager (Solo)
Hollow Wisp Void Caller 6 Controller (Elite)

Scholars theorize that hollow wisps were an early attempt by the Void at creating mockeries of living creatures. Their haphazard and clearly alien appearance indicates that they were not intended for stealthy incursions into reality: their similarities to nihimentals - namely, their seeming ability to communicate with one another through no known mechanism, but react in a manner that indicates that there clearly is an exchange of information happening - lends credence to this theory. Records in the world memory indicate that these creatures have lived in reality for as far back as anyone can remember, but their behavior seems to indicate that they no longer - or never had to begin with - any direct connection to the Void, as their overall behavior is similar in nature to that of animals (albeit cunning ones).

Most hollow wisps delay trying to feed until it is relatively safe or they are in dire need of the healing provided by their feeding. These twisted writhing aberrations are not weakened by a lack of food; they do not starve. Even a badly injured hollow wisp can go dormant, waiting indefinitely, until a safe meal becomes available. When a hollow wisp is about to go dormant, it finds a high, safe ledge or nook, or even just a corner by the ceiling. Nestled among stalactites is also a favored location. Hollow wisps go dormant by intentionally not taking any actions for a full day. While dormant, they can drift with air currents unless they take care to anchor themselves to something prior to going dormant. A dormant hollow wisp is almost impossible to detect, though some of their basic senses still function in this state, as the presence of souls can stir them from their torpor in short order.

Hollow wisps are among the weakest of vilekin attracted to Void-aligned myrrh trees, and can even be found in areas with only mild Void saturation.

Monster Knowledge

If you are trained in Nihilism, you can use the that skill to determine the abilities of a specific type of hollow wisp; the DC for such a check is 15 + the hollow wisp's level.

  • Nihilism DC 15: Hollow wisps are strange, shadowy predators that kill by inflicting madness, feeding on the tortured spiritual energies they steal from their foes. They are among the weakest of the Void-aligned vilekin, and often appear in large numbers near Void-aligned myrrh trees. The tendril lashes of a hollow wisp are an assault on the mind and the soul, dealing psychic and necrotic damage.
  • Nihilism DC 15 (trained only): Hollow wisps are only partially real: crafted partly from living shadow, the remainder of their appearance is formed by the minds of those who view them. Hollow wisps are believed to be among the first attempts made by the Void at making mockeries of creatures dwelling in reality, twisting their own thoughts and ideas against them. Because of this vaguely-ephemeral nature, all hollow wisps have an inherent weakness to psychic damage - but their quasi-reality also makes them insubstantial in nature.
  • Nihilism DC 20 (trained only): Hollow wisps specifically originated in the Tenebrium, though have long since migrated to the material plane, and have existed there since time immemorial. However, they retain some ability to slip between the prime and the Tenebrium, and so can appear unexpectedly, though usually only in areas with at least moderate Void saturation. Their very presence thins the barrier between the prime and the Tenebrium, potentially allowing more dangerous Void-aligned entities to pass through - and in some instances, sufficient concentrations of hollow wisps have caused rifts to the Void itself. All hollow wisps have the ability to feed on the souls of dying creatures: if they slay a creature while they manifest fully into reality, they become utterly reinvigorated, but are significantly more vulnerable while feeding.

Hollow Wisp Darter

The hollow wisp darter is among the most common of hollow wisps, and resembles little more than a mass of ghostly, shadowy tentacles.

These creatures dive in and out of combat using their mind slam tech, which they use to great effect to knock flying targets out of the air, sometimes targeting creatures in precarious positions in an attempt to make them fall. They often lurk high above their victims, swooping in before returning to the relative safety of nooks and crannies.

HOLLOW WISP DARTER
Level 1 Skirmisher
Small elemental beast (vilekin)
XP 5
Initiative +5 Force void; DI 6, NI 6
HP 23; Bloodied 12; Critical 6  
Fort 13, Ref 17, Will 11, Det 15  
Resist insubstantial; Vulnerable psychic  
Speed 1, fly 8 (hover)  
Traits
Darter's Dodge
The hollow wisp darter gains a +4 feat bonus to defenses against opportunity attacks.
Standard Actions
Melee basic icon.png Tendril Caress (necrotic, psychic) ♦ At-Will
Physical Attack: Melee 1 (one creature); +4 vs Reflex
Hit: Penetrating potency 2 [1d2+4] necrotic/psychic damage.
Melee icon.png Mind Slam (psychic) ♦ At-Will
Physical Attack: Melee 1 (one creature); +4 vs Will
Hit: Penetrating potency 1 [1d2+1] psychic damage, and the target is knocked prone.
Effect: The hollow wisp darter must move at least 2 squares before using this tech, and it can continue moving its fly speed after the attack.
Melee icon.png Hollow Wisp Feeding (healing) ♦ At-Will
Effect: Targets a helpless or unconscious creature; the hollow wisp darter loses insubstantial and its fly speed until the end of its next turn, and it makes a coup de grace against the target. If the darter kills the target, it regains all of its hit points.
Str 11 (+0) ♦ Con 13 (+1) ♦ Dex 16 (+3) ♦ Per 17 (+3) ♦ Int 4 (-3) ♦ Wis 12 (+1) ♦ Cha 10 (+0) ♦ Brv 20 (+5) ♦ Luc 10 (+0)

 

Hollow Wisp Drone

HOLLOW WISP DRONE
Level 1 Minion Lurker
Small elemental beast (vilekin)
XP 2
Initiative +5 Force void; DI 6, NI 6
HP 1; a missed attack never damages a minion; see incorporeal form  
Fort 11, Ref 17, Will 15, Det 15  
Resist insubstantial  
Speed 1, fly 8 (hover)  
Standard Actions
Melee basic icon.png Tendril Caress (necrotic, psychic) ♦ At-Will
Physical Attack: Melee 1 (one creature); +4 vs Reflex
Hit: Penetrating power 2 [5] necrotic/psychic damage.
Melee icon.png Hollow Wisp Feeding (healing) ♦ At-Will
Effect: Targets a helpless or unconscious creature; the hollow wisp drone loses insubstantial and its fly speed until the end of its next turn, and it makes a coup de grace against the target. If the drone kills the target, it recharges its incorporeal form tech.
Triggered Actions
Incorporeal Form ♦ Encounter
Trigger: The hollow wisp drone would take damage.
Effect (Immediate Reaction): Roll a d20. On a 10+, the drone takes no damage.
Str 11 (+0) ♦ Con 13 (+1) ♦ Dex 12 (+1) ♦ Per 16 (+3) ♦ Int 4 (-3) ♦ Wis 16 (+3) ♦ Cha 10 (+0) ♦ Brv 20 (+5) ♦ Luc 10 (+0)

 

Hollow Wisp Lasher

A twisting knot of predatory tentacles, a hollow wisp lasher seizes its prey to feed on the madness it inspires. These creatures prefer to quickly close in and focus on one victim, and tend to be relatively single-minded in their assaults.

HOLLOW WISP LASHER
Level 1 Sentinel
Small elemental beast (vilekin)
XP 5
Initiative +3 Force void; DI 6, NI 6
HP 28; Bloodied 14; Critical 7  
Fort 15, Ref 14, Will 15, Det 17  
Resist insubstantial; Vulnerable psychic  
Speed 1, fly 6 (hover)  
Standard Actions
Melee basic icon.png Tendril Caress (necrotic, psychic) ♦ At-Will
Physical Attack: Melee 1 (one creature); +4 vs Reflex
Hit: Penetrating potency 2 [1d2+4] necrotic/psychic damage.
Melee icon.png Tendrils of Stasis (psychic) ♦ At-Will
Physical Attack: Melee 1 (one creature); +4 vs Will
Hit: Penetrating potency 1 [1d2+1] psychic damage, and the target is immobilized until the end of the lasher's next turn.
Melee icon.png Hollow Wisp Feeding (healing) ♦ At-Will
Effect: Targets a helpless or unconscious creature; the hollow wisp lasher loses insubstantial and its fly speed until the end of its next turn, and it makes a coup de grace against the target. If the lasher kills the target, it regains all of its hit points.
Triggered Actions
Melee icon.png Flowing Tendrils ♦ At-Will
Trigger: The lasher makes an opportunity attack.
Effect (Immediate Reaction): The lasher shifts 1 square.
Str 11 (+0) ♦ Con 13 (+1) ♦ Dex 12 (+1) ♦ Per 18 (+4) ♦ Int 4 (-3) ♦ Wis 16 (+3) ♦ Cha 10 (+0) ♦ Brv 16 (+3) ♦ Luc 10 (+0)

 

Hollow Wisp Pulsar

A hollow wisp pulsar is an ambush hunter that attempts to disable its prey with a quick attack. They prefer to lurk nestled in high ceilings or rough cliffs, moving to vantage points from which they can assault living souls with impunity.

HOLLOW WISP PULSAR
Level 1 Ravager
Small elemental beast (vilekin)
XP 5
Initiative +2 Force void; DI 6, NI 6
HP 18; Bloodied 9; Critical 4  
Fort 13, Ref 16, Will 15, Det 14  
Resist insubstantial; Vulnerable psychic  
Speed 1, fly 6 (hover)  
Standard Actions
Melee basic icon.png Tendril Caress (necrotic, psychic) ♦ At-Will
Physical Attack: Melee 1 (one creature); +4 vs Reflex
Hit: Penetrating potency 2 [1d2+4] necrotic/psychic damage.
Ranged basic icon.png Tendril Pulse (psychic) ♦ At-Will
Void Attack: Ranged 20 (one creature); +4 vs Will
Hit: Penetrating potency 4 [1d2+9] psychic damage.
Ranged icon.png Tendril Flurry (psychic) ♦ Recharge 5
Void Attack: Ranged 10 (up to three creatures); +6 vs Will
Hit: Penetrating potency 3 [1d2+6] psychic damage.
Melee icon.png Hollow Wisp Feeding (healing) ♦ At-Will
Effect: Targets a helpless or unconscious creature; the hollow wisp pulsar loses insubstantial and its fly speed until the end of its next turn, and it makes a coup de grace against the target. If the pulsar kills the target, it regains all of its hit points.
Str 11 (+0) ♦ Con 13 (+1) ♦ Dex 14 (+2) ♦ Per 18 (+4) ♦ Int 4 (-3) ♦ Wis 16 (+3) ♦ Cha 10 (+0) ♦ Brv 14 (+2) ♦ Luc 10 (+0)

 

Hollow Wisp Defiant

Hollow wisp defiants are shrewd psychic warriors, who seek to confuse and distract their enemies. Within their tendrils are woven complex shadow images that imprint themselves on the minds of any creatures who draw too near. Tough and elusive, these hollow wisps use their natural abilities to draw attacks away from their more vulnerable allies while also disrupting the actions of their enemies.

Defiants often throw themselves into the fray, using their unsettlingly large number of shadow tentacles to bash their foes into submission, locking down those they deem a threat while other hollow wisps pelt their prey with long-distance attacks.

HOLLOW WISP DEFIANT
Level 3 Sentinel
Small elemental beast (vilekin)
XP 10
Initiative +6 Force void; DI 8, NI 8
HP 51; Bloodied 25; Critical 12  
Fort 17, Ref 14, Will 16, Det 20  
Resist insubstantial; Vulnerable psychic  
Speed 1, fly 6 (hover)  
Traits
Aura icon.png Disorientation ♦ Aura 2
Each enemy within the aura suffers a -4 feat penalty to all attack rolls against creatures other than a hollow wisp defiant.
Standard Actions
Melee basic icon.png Tendril Caress (necrotic, psychic) ♦ At-Will
Physical Attack: Melee 1 (one creature); +5 vs Reflex
Hit: Penetrating potency 2 [1d2+6] necrotic/psychic damage.
Close icon.png Tendrils of Power (psychic) ♦ Recharge 5
Void Attack: Close burst 1; +7 vs Reflex
Hit: Penetrating potency 5 [1d4+18] psychic damage, and the target is knocked prone.
Miss: Half damage.
Melee icon.png Hollow Wisp Feeding (healing) ♦ At-Will
Effect: Targets a helpless or unconscious creature; the hollow wisp defiant loses insubstantial and its fly speed until the end of its next turn, and it makes a coup de grace against the target. If the defiant kills the target, it regains all of its hit points.
Str 11 (+0) ♦ Con 14 (+2) ♦ Dex 13 (+1) ♦ Per 17 (+3) ♦ Int 4 (-3) ♦ Wis 16 (+3) ♦ Cha 10 (+0) ♦ Brv 20 (+5) ♦ Luc 10 (+0)

 

Hollow Wisp Thought Scourge

One of the most terrifying - and thankfully, rarest - varieties of hollow wisp, the thought scourge not only attacks the psyche of those who gaze upon it, but it is able to implant horrific emotions into those who draw near, sowing strife and discord as it terrifies creatures before feasting on their souls.

HOLLOW WISP THOUGHT SCOURGE
Level 5 Solo Controller
Medium elemental beast (vilekin)
XP 100
Initiative +5 Force void; DI 10, NI 10
HP 235; Bloodied 118; Critical 59  
Fort 18, Ref 21, Will 24, Det 21  
Resist insubstantial; Vulnerable psychic  
Speed 1, fly 6 (hover)  
Saving Throws +5; Action Points 2  
Traits
Aura icon.png Stare Into the Abyss ♦ Aura 4
Every time an enemy in the aura takes psychic damage or fails a saving throw against a psychic effect, they suffer a stacking -1 feat penalty to defenses and saving throws against psychic effects until they take a short rest.
Action Recovery
Whenever the thought scourge ends its turn, any dazing, stunning, or dominating effect on it ends.
Threatening Reach
The hollow wisp thought scourge can make opportunity attacks against all enemies within its reach (2 squares).
Standard Actions
Melee basic icon.png Tendril Caress (necrotic, psychic) ♦ At-Will
Physical Attack: Melee 2 (one creature); +11 vs Reflex
Hit: Penetrating potency 2 [1d2+8] necrotic/psychic damage.
Melee icon.png Spreading Despair (psychic) ♦ At-Will
Void Attack: Melee 2 (one creature); +11 vs Reflex
Hit: Penetrating potency 4 [1d6+19] psychic damage. The target can choose to reduce the damage by power 2 [9] by dealing penetrating potency 3 [1d4+13] psychic damage to an ally within 5 squares.
Ranged icon.png Lucid Nightmare (psychic) ♦ At-Will
Void Attack: Ranged 10 (one creature); +11 vs Will
Hit: Penetrating potency 1 [1d2+3] psychic damage, and the target is dazed (save ends).
First Failed Save: The target is unconscious instead of dazed (save ends).
Second Failed Save: The target gains ongoing potency 6 [1d8+31] psychic damage as part of the effect.
Melee icon.png Hollow Wisp Feeding (healing) ♦ At-Will
Effect: Targets a helpless or unconscious creature; the hollow wisp thought scourge loses insubstantial and its fly speed until the end of its next turn, and it makes a coup de grace against the target. If the thought scourge kills the target, it regains hit points equal to its bloodied total.
Swift Actions
Close icon.png Seeds of Despair (psychic) ♦ Recharge 5
Void Attack: Close blast 3; +13 vs Will
Hit: At the start of each target's turn, they deal penetrating potency 2 [1d2+8] psychic damage to adjacent allies (status ailment; save ends).
Triggered Actions
Ranged icon.png Seeds of Discord (psychic) ♦ At-Will
Trigger: A creature misses the thought scourge with a physical or force attack
Void Attack: Ranged 10 (triggering creature); +11 vs Determination
Hit: Slide the target up to 3 squares, and the target rerolls the triggering attack against a different target of the thought scourge's choosing, as though that target were the original target of the ability.
Str 12 (+1) ♦ Con 14 (+2) ♦ Dex 15 (+2) ♦ Per 16 (+3) ♦ Int 4 (-3) ♦ Wis 18 (+4) ♦ Cha 10 (+0) ♦ Brv 16 (+3) ♦ Luc 10 (+0)