Whisper Demon (CR 9)
Medium Outsider (Chaotic, Evil, Extraplanar, and Incorporeal)
Alignment: Always chaotic evil
Initiative: +5(Dex); Senses: darkvision 60 ft., Listen +14, and Spot +14
Languages: Abyssal, Celestial, Draconic; telepathy 60 ft.
AC: 20 (+5 Dex, + 5 deflection), touch 20, flat-footed 15; Dodge, Mobility;
Miss Chance: 50% (incorporeal)
Hit Dice: 12d8+36 (90 hp); DR: 5/cold iron or good
Fort +11, Ref +13, Will +13
Speed: Fly 40 ft. (perfect); Flyby Attack
Space: 5 ft., Reach 5 ft.
Base Attack +12; Grapple -
Attack: Melee: 2 incorporeal touches +17 each (2d6/19-20)
Attack Options: aligned strike (chaotic, evil)
Abilities: Str -, Dex 20, Con 16, Int 10, Wis 5, Cha 20
Special Abilities: Aura: maddening whispers (60 ft., DC 21); Immune: confusion, electricity, hypnotism, insanity, poison, Wisdom damage and drain; Resist: acid 10, cold 10, and fire 10
Special Qualities: create spawn, incorporeal traits, madness
Feats: Alertness, Dodge, Flyby Attack, Improved Critical (incorporeal touch), Mobility,
Skills: Bluff +20, Diplomacy +9, Disguise +5 (+7 acting), Hide +20, Intimidate +22, Knowledge (religion) +15, Knowledge (the planes) +15, Listen +14, Sense Motive +12, and Spot +14
Advancement: 13-24 HD (Medium)
Organization: may be accompanied by allips
Treasure/Possessions: None or a ghost touch item
Monster Manual IV
Maddening Whispers (Su): Any living creature within 60 feet of a whisper demon hears its maddening telepathic whispers and must succeed on a DC 21 Will save or become confused for 1 round. When rolling d% to determine the actions of a creature confused by maddening whispers, on a roll of 51 or higher, instead of the normal confusion result, the creature automatically deals damage to itself equal to its normal melee damage with the weapon it currently wields or its primary natural weapon, whichever deals more damage. A creature that succeeds on the Will save cannot be affected by the same whisper demon's maddening whispers for 1 round. This is a mind-affecting compulsion effect. The save DC is Charisma-based.
This ability does not allow a whisper demon to exercise mental control over a creature, and thus the protection from evil spell does not provide immunity to this effect. Demons are immune to a whisper demon's maddening whispers.
Create Spawn (Su): A living creature that kills itself within 60 feet of a whisper demon rises as an allip under the whisper demon's control 1 round later. A whisper demon can control up to nine aliips it creates. Allips created by a whisper demon in excess of this limit arise free-willed.
Madness (Ex): Whisper demons use their Charisma modifier on Will saves instead of their Wisdom modifier, and they have immunity to confusion and insanity effects. In addition, anyone targeting a whisper demon with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.
Thoroughly evil and insane, whisper demons lust to watch other creatures take their own lives and then to enslave their lost souls. The fiends' maddening telepathic whispers can drive the strongest-willed hero to do herself harm, and their merest touch can rend flesh and break bone.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Some creatures are incorporeal by nature, while others (such as those that become ghosts) can acquire the incorporeal subtype. An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It has immunity to all nonmagical attack forms. Even when hit by spells, including touch spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Non-damaging spell attacks affect incorporeal creatures normally unless they require corporeal targets to function (such as the spell implosion) or they create a corporeal effect that incorporeal creatures would normally ignore (such as a web or wall of stone spell). Although it is not a magical attack, a hit with holy water has a 50% chance of affecting an incorporeal undead creature.
An incorporeal creature's natural weapons affect both in incorporeal and corporeal targets, and pass through (ignore) corporeal natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Attacks made by an incorporeal creature with a nonmagical melee weapon have no effect on corporeal targets, and any melee attack an incorporeal creature makes with a magic weapon against a corporeal target has a 50% miss chance except for attacks it makes with a ghost touch weapon, which are made normally (no miss chance).
Any equipment worn or carried by an incorporeal creature is also incorporeal as long as it remains in the creature's possession. An object that the creature relinquishes loses its incorporeal quality (and the creature loses the ability to manipulate the object). If an incorporeal creature uses a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items possessed by an incorporeal creature work normally with respect to their effects on the creature or another target. Similarly, spells cast by an incorporeal creature affect corporeal creatures normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid object but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects a square adjacent to its current location, but enemies have total concealment from an incorporeal creature that is inside an object. In order to see clearly and attack normally, a incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creature cannot make trip or grapple attacks against corporeal creatures, nor can they be tripped or grappled by such creatures. In fact, they cannot take any physical action that would move or manipulate a corporeal being or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.