Whisperer In Darkness

Creature Codex (3pp) p. 378

Tamaño
Mediano
Tipo
aberration
Alineamiento
neutral malvado
CA
17 (natural armor)
Puntos de golpe
142 (15d8+75)
Velocidad
walk 30 ft.
Salvaciones
Con +10, Wis +9, Cha +8
Habilidades
Arcana +17, Deception +13, Medicine +9, Perception +9, Stealth +9
Resistencias
cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons
Inmunidades
poison, psychic
Inmunidad a estados
charmed, frightened, poisoned
Sentidos
truesight 120 ft.
Percepción pasiva
19
Idiomas
All, telepathy 60 ft.
Desafío
15
FUE
15
+2
DES
19
+4
CON
21
+5
INT
25
+7
SAB
18
+4
CAR
16
+3

Rasgos

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

Acciones

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.

Conjuros

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

Otros datos

description