Whistler
Journeys through the Radiant Citadel p. 221
- Size
- Large
- Type
- aberration
- Alignment
- typically neutral evil
- AC
- 15 (natural armor)
- Hit Points
- 180 (24d10+48)
- Speed
- walk 40 ft.
- Saving Throws
- Dex +7, Cha +8
- Skills
- Stealth +11
- Resistances
- psychic
- Condition Immunities
- charmed, exhaustion, frightened
- Senses
- blindsight 60 ft.
- Passive Perception
- 13
- Languages
- Deep Speech, telepathy 120 ft.
- Challenge
- 9
Traits
Proficiency Bonus
+4
Blurred Form
Attack rolls against the whistler are made with disadvantage unless the whistler is incapacitated.
Unusual Nature
The whistler doesn't require air, food, drink, or sleep.
Actions
Multiattack
The whistler makes three Psychic Swipe attacks.
Psychic Swipe
Melee Spell Attack: +8 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) psychic damage.
Otherworldly Melody (Recharge 5-6)
The whistler telepathically whistles an otherworldly melody into the minds of up to two creatures it can see within range of its telepathy. Each target must succeed on a DC 16 Wisdom saving throw or take 33 (6d10) psychic damage and become frightened of the whistler for 1 minute. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
recharge
D5
Surreal Step (Bonus Action)
The whistler teleports up to 20 feet to an unoccupied space it can see.