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
STR
13
+1
DEX
16
+3
CON
14
+2
INT
15
+2
WIS
16
+3
CHA
18
+4

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.

Other data

description