Though the Whisperer has ways around even that, and I don’t just mean its at-will Greater Dispel Magic, though that plays a significant part of it. Hope you remembered to pack Tiny Hut or Magnificent Mansion. In practice? It’s difficult to get a good night’s sleep to recharge your spells when you’re surrounded on all sides by danger. In a vacuum, this seems almost pathetically easy to overcome. Thankfully, the use of Greater Restoration and Psychic Surgery can move someone a step up the ladder (provided they aren’t dead), and Wish/Miracle moves someone off the ladder entirely. You have five days to get out of the Primeval Landscape before you straight up die, though those with hardier minds and beefier Will saves can last a bit longer, provided they don’t mind dealing with their increasingly-useless allies. Stage 5: The victim is slain, their body and mind broken.Paranoia and pain become so overwhelming that the victim is nauseated. In addition to the previous debuffs, the victim is also staggered. Stage 3: The hallucinations overtake the real world, and it becomes difficult for the victim to sort out what’s real and what’s not.All of their movement speeds are halved and they treat all creatures as if they had concealment. Stage 2: In addition to being sickened, the landscape seems to twist and warp between eyeblinks, allies and enemies shrouded by impossible shadows and impenetrable whispers.The victim begins to feel unsettled by otherwise mundane events, which seem ominous or hostile to them, and become sickened. Stage 1: The world becomes just a bit darker.There is a five-step “track” or “ladder” system in play concerning the type of madness a character suffers, with each failed saving throw moving a victim down the ladder, and each day outside of the cursed landscape moving a victim up the ladder. The Primeval Landscape isn’t healthy to remain inside for very long, anyone spending 24 hours inside forced to make a DC 30(!) Will save or have their mind driven further towards the edge of breaking. And this isn’t getting into the wildlife the Whisperer attracts malevolence from the Material Plane and the First World alike, assuring that each landscape it invades gets filled with nasty, bloodthirsty encounters to keep even high level parties on their toes.Īnd finally, there’s the hallucinations. MAN that’s a lot of danger! Bottomless pits, magic-eating plants, negative energy fields, insect swarms, and grasping vines are just a small sampling of the horrors you can find wandering in the Whisperer’s domain, and even if you defeat or destroy the source of the danger, the fey automatically replaces them 24 hours later (either resetting the hazard or creating an entirely new one). What’s a hazard? Going into each of them would stretch this article longer than I have the will or power to write (and I can already tell this is gonna be a long one), but take a look for yourself (that’s three different links!). The Primeval Landscape is always under the effects of Supreme Curse Terrain, and is thus capable of playing host to up to 7 environmental hazards at a time, each up to CR 17 by themselves. The spell Supreme Curse Terrain is rarely used by players, but it’s lethal in the hands of DMs. We’ll get into why that’s awful in just a bit, but we’re not quite done with the dangers of the Primeval Landscape, which is a big part of why the Whisperer is such a threat. ![]() Even magical navigation of the highest level must succeed a caster level check with a DC of 31, or the magic instead leads the victim directly to the Whisperer instead. ![]() Not to 20, by 20, more or less shutting out anyone that didn’t specifically build themselves around the Survival skill. ![]() In this Primeval Landscape, navigation becomes effectively impossible as Survival checks made to find your way through increase by 20. ![]() The Whisperer is a fey, an old fey, one of the most alien of all the fey, and it lays claim to stretches of primeval wilderness up to 10 miles in diameter each time it emerges into the Material Plane. Still, though, this creature is Pathfinder’s answer to Slender Man, and has the potential to be both the subtle, corrupting presence the original story set him up to be, and the outright brutal horror movie villain he eventually became, depending on the needs of the party. It’s described as a “luminous shape” where “a pale light shines where its face should be,” rather than a naked Not-So-Slender Man. While the inspiration for this creature is obvious when you read its page, the picture unfortunately doesn’t properly convey what this being is.
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