Armor Class
15
Whistler
Large Aberration · Neutral Evil
Hit Points
180 (24d10 + 48)
Speed
Walk 40 ft.
CR
9
Traits
Blurred Form
Attack rolls against the whistler are made with disadvantage unless the whistler is .
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. 15 () Psychic damage.
Otherworldly Melody Recharge 5
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 () Psychic damage and become of the whistler for 1 minute. A 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.