Hit Dice: 1d6 (3 hp)
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+1 size, +3 Dex)
Base Attack/Grapple: +1/-3
Atk: Claw +5 melee (1d3)
Full Atk: 2 claws +5 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, unnerve
Special Qualities: Damage reduction 5/cold iron, low-light vision
Saves: Fort +0 [[0, +0 Con]], Ref +5 [[2, +3 Dex]], Will +3 [[2, +1 Wis]]
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 16.
Skills: [[30 ranks]] Climb +13 [[5, +0 Str, +8 racial]], Hide +12 [[5, +3 Dex, +4 size]], Listen +6 [[5, +1 Wis]], Move Silently +8 [[5, +3 Dex]], Spot +6 [[5, +1 Wis]], Survival +6 [[5, +1 Wis]].
Feats: Weapon Finesse
Environment: Temperate hills
Organization: Solitary, gang (2-4), or band (6-11)
Challenge Rating: 2
Treasure: No coins, 50% goods, 50% items
Alignment: Always chaotic evil
Advancement: 2-3 (Small)
Level Adjustment: +4
Wirries are small creatures with mottled skin, long ears, and sharp claws. They wear earth-colored clothing that is usually tattered and worn. Wirries reside in ancient ruins, frightening, and murdering anyone who dares to enter their lairs.
A wirry stands about 2½ feet tall and weighs about 30 pounds.
A wirry speaks Sylvan and Common.
Wirries typically hide in an out of way location using their unnerve ability to drive their victims mad.
Spell-Like Abilities: mirror image. Caster level 3rd.
Unnerve (Su): Once per day, a wirry can imbue a 40-foot radius area with an aura of dread and fear. Within this area, a wirry can subject creatures to any one of the following spell-like abilities as a move action.
- ghost sound
- minor image
- silent image
- mage hand
- 3/day telekinesis (1 object weighing no more than 25 lbs.)
The effects generated by these spells are generally unsettling, and each round that a wirry uses one of these abilities, creatures within the area must make a Will save (DC 13), or suffer from an escalating condition of fear and agitation as described on the table below.
|Shaken||-2 penalty on attack rolls, saving throws, skill checks, and ability checks.|
|Frightened||As shaken, plus the creature attempts to flee from the perceived source of its fear as best it can. If unable to flee, it may fight.|
|Panicked||As shaken, plus the creature drops anything it holds and flees at top speed from the perceived source of its fear. If cornered, the creature cowers.|
|Hysterical||As panicked, plus the creature takes 1d4 points of temporary Wisdom damage each round.|
The conditions and effects produced by the aura continue so long as the wirry concentrates on the area. Once a wirry ceases concentrating, creatures in the area begin to feel their fear ebb by one condition each round until they return to normal.