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
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