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Whisperer of the Great

Old Ones
"Silence bleeds into their ears,
bones writhe and sway.
The stars are formed in the mind,
flesh always gives way."
- Ser Naris, "survivor".

Whisperer of the Great


Old Ones
Medium aberration, chaotic evil

Armor Class 15 (natural armour)


Hit Points 110 (17d8 + 34)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 19 (+4)

Saving Throws Wis +6, Cha +8


Damage Immunities psychic
Condition Immunities charmed, frightened
Senses passive Perception 12
Languages Deep Speech
Challenge 9 (5,000 XP)

Extendacle. The whisperer can extend its tentacles


as a bonus action, until the end of its turn the
whisperer has a reach of 30 feet.
Innate Spellcasting (Psionics). The whisperer's
innate spellcasting ability is Charisma (spell save
DC 16, +8 to hit with spell attacks). It can innately Converted Cultist. Whisperers are prophets of the great
case the following spells, requiring no material
components:
old ones, convinced they are attuned to the ramblings of the
far realms. The whisperer is sure that the murmurs have
At will: bestow curse, dissonant whispers, meaning, and that they will be wise enough to understand if
shocking grasp they just keep listening.
3/day each: hunger of hadar, grasping vine, Unfortunately the echoes of the far realm tend to have a
vampiric touch devastating effect on mortal bodies. In the whisperer's case
1/day each: Evard's black tentacles, stone shape these mutations are in the form of tentacles covering the
Whispers of Madness. Any creature that isn't an entirety of the whisperer's form.
aberration that starts its turn within 30 feet of the Twisting, Twitching Tentacles. The whisperers affinity
whisperer must succeed on a DC 16 Wisdom with tentacles allow it to reach out and touch creatures from
saving throw, or it hears whispering in its head for afar, or summon magical tendrils from the far realm to do
a moment causing 14 (3d6 + 4) psychic damage its bidding.
and disadvantage on its next attack roll, saving The whisperer can warp reality with its tentacle touch,
throw, or ability check.
If the saving throw against Whispers of Madness
cursing foes or shaping stone. Should the whisperer be
fails by 5 or more, the creature takes damage and
killed it collapses into a humanoid corpse that resembles a
is instead subjected to the confusion spell for 1 dried husk, and its tentacles detach and wither.
minute (no concentration required by the
whisperer). While under the effect of that
confusion, the creature is immune to Whispers of
Madness.

Actions
Tentacle. Melee Weapon Attack: +5 to hit, reach
10 ft., one target. Hit: 7 (1d12 + 1) bludgeoning
damage.

Created by
u/1d6Adventurers for
/r/MonsteraDay
Artwork: "Tentacles" by Toramarusama

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