Whistler

Large aberration, typically neutral evil

Armor Class

15 (natural armor)

Hit Points

180 (24d10 + 48)

Speed

walk 40 ft.

Saves

dex +7, cha +8

Skills

stealth +11

Damage Resistances

psychic

Condition Immunities

charmed, exhaustion, frightened

Senses

blindsight 60 ft.

Languages

Deep Speech, telepathy 120 ft.

Challenge

9

Proficiency Bonus

+4

Blurred Form

Attack rolls against the whistler are made with disadvantage unless the whistler is incapacitated.

Unusual Nature

The whistler doesn't require air, food, drink, or sleep.

Actions

Multiattack

The whistler makes three Psychic Swipe attacks.

Psychic Swipe

Melee Spell Attack: +8 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) psychic damage.

Otherworldly Melody (Recharge 5-6)

The whistler telepathically whistles an otherworldly melody into the minds of up to two creatures it can see within range of its telepathy. Each target must succeed on a DC 16 Wisdom saving throw or take 33 (6d10) psychic damage and become frightened of the whistler for 1 minute. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Surreal Step (Bonus Action)

The whistler teleports up to 20 feet to an unoccupied space it can see.