THE SHARED REFERENCE Adventurer

Monster

Whymsee

Outside your table’s allowed sources

Official reference · LR · 2014

Creature type
Humanoid
Size
Medium
Armor class
17 (natural armor)
Hit points
75 (10d8 + 30)
Speed
Walk 30 ft., Swim 30 ft.
Challenge rating
5
Alignment
Neutral Evil
Strength
12
Dexterity
10
Constitution
16
Intelligence
10
Wisdom
15
Charisma
14
Passive Perception
15
Skills
perception: +5
Languages
Common, Aquan
Resistances
resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True

Traits

Amphibious

Whymsee can breathe air and water.

Actions

Thunderous Touch

Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.

Ink Cloud

While underwater, Whymsee can expel an ink cloud in a 20-foot radius. The cloud spreads around corners, and that area is 2 to creatures other than kraken priests or a kraken. Each creature other than a kraken priest or a kraken that ends its turn there must succeed on a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Whymsee's next turn.

Shell Defense

Whymsee withdraws into her shell. Until she emerges, she gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in her shell, Whymsee is prone, her speed is 0 and can't increase, she has disadvantage on Dexterity saving throws, it can't take reactions, and the only action she can take is a bonus action to emerge.

Innate Spellcasting

Whymsee's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: command, create or destroy water

3/day each: control water, darkness, water breathing, water walk

1/day each: Evard's black tentacles, lightning bolt

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