Whisperer In Darkness

Medium aberration, Neutral Evil

Armor Class

17 (natural armor)

Hit Points

142 (15d8+75)

Speed

walk 30 ft.

Saves

Con +10, Wis +9, Cha +8

Skills

Arcana +17, Deception +13, Medicine +9, Perception +9, Stealth +9

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

poison, psychic

Condition Immunities

charmed, frightened, poisoned

Senses

truesight 120 ft.

Languages

All, telepathy 60 ft.

Challenge

15

Disquieting Technology

The whisperer is a highly advanced being that often carries pieces of powerful mi-go technology. Mi-go technology can be represented using the same rules as magic items, but the functions are very difficult to determine. The identify spell can't determine the function of a mi-go item, but an hour of study and a successful DC 19 Intelligence (Arcana) check can reveal its purpose and proper function. Typical items are 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.

Mind Blank, Weir

ind blank, weird

Innate Spellcasting

The whisperer in darkness's innate spellcasting ability is Intelligence (spell save DC 20). It 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.