Whistler

(Journeys through the Radiant Citadel)

Large aberration, Neutral Evil

Armor Class15 (natural armor)
Hit Points180 (24d10 + 48)
Speed40 ft.
STRDEXCONINTWISCHA
13 (+1) 16 (+3) 14 (+2) 15 (+2) 16 (+3) 18 (+4)
Saving ThrowsCha +8, Dex +7
SkillsStealth +11
Damage Vulnerabilities—
Damage Resistancespsychic
Damage Immunities—
Condition Immunitiescharmed; exhaustion; frightened
Sensesblindsight 60 ft., passive Perception 13
LanguagesDeep Speech, telepathy 120 ft.
Challenge9

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 Roll: +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.