Whisperer

Medium humanoid (high elf), chaotic good

Armor Class

17 (+1 studded leather)

Hit Points

60 (8d8 + 24)

Speed

30 ft.

Skills

Athletics +7, Perception +8, Stealth +7, Survival +8

Senses

darkvision 60 ft.

Languages

Common, Sylvan, Elvish

Challenge

6

Fey Ancestry

The Whisperer has advantage on saving throws against being charmed, and magic can't put it to sleep.

Innate Spellcasting

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

Land's Stride

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.

Magic Resistance

The Whisperer has advantage on saving throws against spells and other magical effects.

Vanish

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.

Actions

Multiattack

The Whisperer makes three attacks.

Whisper Blade

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. This weapon makes no sound.

Whisper Bow

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.