17 (+1 studded leather)
60 (8d8 + 24)
30 ft.
Athletics +7, Perception +8, Stealth +7, Survival +8
darkvision 60 ft.
Common, Sylvan, Elvish
6
The Whisperer has advantage on saving throws against being charmed, and magic can't put it to sleep.
The Whisperer's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components • At will: dancing lights, water breathing • 2/Day each: cure wounds, darkness, faerie fire, fog cloud, pass without trace • 1/Day each: dispel magic, locate creature, see invisibility, silence
Moving through nonmagical difficult terrain costs it no extra movement. It can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, it has advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
The Whisperer has advantage on saving throws against spells and other magical effects.
The Whisperer can use the Hide action as a bonus action on its turn. Also, it can't be tracked by nonmagical means, unless it chooses to leave a trail.
The Whisperer makes three attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. This weapon makes no sound.
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. This weapon and its arrows make no sound.