Large aberration, Neutral Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 180 (24d10 + 48) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 16 (+3) | 14 (+2) | 15 (+2) | 16 (+3) | 18 (+4) |
| Saving Throws | Cha +8, Dex +7 |
|---|---|
| Skills | Stealth +11 |
| Damage Vulnerabilities | — |
| Damage Resistances | psychic |
| Damage Immunities | — |
| Condition Immunities | charmed; exhaustion; frightened |
| Senses | blindsight 60 ft., passive Perception 13 |
| Languages | Deep Speech, telepathy 120 ft. |
| Challenge | 9 |
Attack rolls against the whistler are made with disadvantage unless the whistler is incapacitated.
The whistler doesn't require air, food, drink, or sleep.
The whistler makes three Psychic Swipe attacks.
Melee Spell Attack Roll: +8 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) psychic damage.
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.