Whisperer In Darkness

Creature Codex (3pp) p. 378

Size
Medium
Type
aberration
Alignment
neutral evil
AC
17 (natural armor)
Hit Points
142 (15d8+75)
Speed
walk 30 ft.
Saving Throws
Con +10, Wis +9, Cha +8
Skills
Arcana +17, Deception +13, Medicine +9, Perception +9, Stealth +9
Resistances
cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons
Immunities
poison, psychic
Condition Immunities
charmed, frightened, poisoned
Senses
truesight 120 ft.
Passive Perception
19
Languages
All, telepathy 60 ft.
Challenge
15
STR
15
+2
DEX
19
+4
CON
21
+5
INT
25
+7
WIS
18
+4
CHA
16
+3

Traits

Disquieting Technology

The whisperer is a highly advanced being that often carries pieces of powerful mi-go technology. Mi-go technology can be represented using the same rules as magic items, but the functions are very difficult to determine. The identify spell can't determine the function of a mi-go item, but an hour of study and a successful DC 19 Intelligence (Arcana) check can reveal its purpose and proper function. Typical items are wands of fireballs shaped like staves with peculiar triggers, eyes of the eagle shaped as a pair of cylinders, or a helm of telepathy in the form of a glowing metal disc adhered to the side of the creature's head.

Magic Resistance

The whisperer has advantage on saving throws against spells and other magical effects.

Mind Blank, Weir

ind blank, weird

Innate Spellcasting

The whisperer in darkness's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no material components:

  • At will: alter self, detect magic, detect thoughts, disguise self, fear, identify, invisibility (self only), misty step, sleep, suggestion
  • 3/day each: confusion, dimension door}, disintegrate, dream, modify memory, plane shift, teleport
  • 1/day each: feeblemind, meteor swarm, mind blank, weird

Actions

Multiattack

The whisperer in the darkness makes two Grasp of the Void attacks.

Grasp of the Void

Melee Spell Attack. +12 to hit, reach 5 ft., one target. Hit: 21 (6d6) force damage, and the target must succeed on a DC 18 Constitution saving throw or be stunned for 1 minute.

The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spells

alter self, detect magic, detect thoughts, disguise self, fear, identify, invisibility, misty step, sleep, suggestion, confusion, dimension door, disintegrate, dream, modify memory, plane shift, teleport, feeblemind, meteor swarm, mind blank, weird

Other data

description