Sources
CR
Type
Size
Alignment
Movement

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 (5,000 XP)

Traits

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.

Lore

Whistlers are inscrutable stalkers hailing from airy, screeching reaches of the Far Realm. They are difficult to see as they're not tethered to one point in space, blurring in a state of perpetual physical uncertainty. A dead whistler appears as a gray, featureless, humanlike biped with long limbs and thin fingers. Those stalked by a whistler can't shut out its soundless, seven-note tune, an otherworldly melody that invades and scourges the mind. Few creatures that encounter a whistler escape;…