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