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monsters/md/creature_codex/whisperer-in-darkness.md
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# Whisperer in Darkness
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*Medium* *Aberration* *neutral evil*
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- **Armor Class:** 17 (natural armor)
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- **Hit Points:** 142 (15d8+75)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 15 (13,000 XP)
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- **Source:** Creature Codex, page 378
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 15 (+2) | 19 (+4) | 21 (+5) | 25 (+7) | 18 (+4) | 16 (+3) |
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- **Saving Throws**: Con +10, Wis +9, Cha +8
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- **Skills:** arcana +17, deception +13, medicine +9, perception +9, stealth +9
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- **Damage Immunities:** psychic, poison
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- **Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
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- **Condition Immunities:** frightened, charmed, poisoned
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- **Senses:** truesight 120 ft., passive Perception 19
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- **Languages:** all, telepathy 60 ft.
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### Special Abilities
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- **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.
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- **Magic Resistance:** The whisperer has advantage on saving throws against spells and other magical effects.
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- **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:
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At will: alter self, detect magic, detect thoughts, disguise self, fear, identify, invisibility (self only), misty step, sleep, suggestion
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3/day each: confusion, dimension door, disintegrate, dream, modify memory, plane shift, teleport
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1/day each: feeblemind, meteor swarm, mind blank, weird
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### Actions
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- **Multiattack:** The whisperer in the darkness makes two Grasp of the Void attacks.
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- **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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