THE SHARED REFERENCE Adventurer

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.

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