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5ead/monsters/md/creature_codex/whisperer-in-darkness.md
2025-06-07 07:58:30 -05:00

2.1 KiB

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.