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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Whisperer in Darkness/

Whisperer in Darkness

Whisperer in Darkness

Medium aberration, neutral evil
  • Armor Class 17 (natural armor)
  • Hit Points 142 (15d8+75)
  • Speed 30 ft.
  • STR
    15 (+2)
  • DEX
    19 (+4)
  • CON
    21 (+5)
  • INT
    25 (+7)
  • WIS
    18 (+4)
  • CHA
    16 (+3)
  • Saving Throws Con +10, Wis +9, Cha +8
  • Skills Arcana +17, Deception +13, Medicine +9, Perception +9, Stealth +9
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
  • Damage Immunities psychic, poison
  • Condition Immunities frightened, charmed, poisoned
  • Senses truesight 120 ft., passive Perception 19
  • Languages all, telepathy 60 ft.
  • Challenge 15 (13,000 XP)
  • Disquieting Technology. The whisperer is a highly advanced being that often carries pieces of powerful 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.
  • Innate Spellcasting. The whisperer's innate spellcasting ability is Intelligence (spell save DC 20). The whisperer 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

Actions

  • 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.

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