Monster
Whistler
Outside your table’s allowed sources
Official reference · JttRC · 2014
- Creature type
- Aberration
- Size
- Large
- Armor class
- 15 (natural armor)
- Hit points
- 180 (24d10 + 48)
- Speed
- Walk 40 ft.
- Challenge rating
- 9
- Alignment
- Neutral Evil
- Strength
- 13
- Dexterity
- 16
- Constitution
- 14
- Intelligence
- 15
- Wisdom
- 16
- Charisma
- 18
- Passive Perception
- 13
- Saving Throws
- dex: +7; cha: +8
- Skills
- stealth: +11
- Senses
- blindsight 60 ft.
- Languages
- Deep Speech, telepathy 120 ft.
- Resistances
- psychic
- Condition Immunities
- charmed, exhaustion, frightened
Traits
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.
Bonus actions
Surreal Step
The whistler teleports up to 20 feet to an unoccupied space it can see.