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Whistler

Large aberration, Neutral Evil

Armor Class 15 (natural armor)

Hit Points 180 (24d10 + 48)

Speed 40 ft.

STR 13 (+1)
DEX 16 (+3)
CON 14 (+2)
INT 15 (+2)
WIS 16 (+3)
CHA 18 (+4)

Saving Throws DEX +7, CHA +8

Skills Stealth +11

Damage Resistances psychic

Condition Immunities charmed, exhaustion, frightened

Senses blindsight 60 ft., passive Perception 13

Languages Deep Speech, telepathy 120 ft.

Challenge 9

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.

Bonus Actions

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

Source

JttRC, p. 221