# Whisperer in Darkness *Medium* *Aberration* *neutral evil* - **Armor Class:** 17 (natural armor) - **Hit Points:** 142 (15d8+75) - **Speed:** walk 30 ft. - **Challenge Rating:** 15 (13,000 XP) - **Source:** Creature Codex, page 378 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 15 (+2) | 19 (+4) | 21 (+5) | 25 (+7) | 18 (+4) | 16 (+3) | - **Saving Throws**: Con +10, Wis +9, Cha +8 - **Skills:** arcana +17, deception +13, medicine +9, perception +9, stealth +9 - **Damage Immunities:** psychic, poison - **Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver - **Condition Immunities:** frightened, charmed, poisoned - **Senses:** truesight 120 ft., passive Perception 19 - **Languages:** all, telepathy 60 ft. ### Special Abilities - **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.