Whymsee

Locathah Rising p. 20

Size
Medium
Type
humanoid (any race)
Alignment
Any Evil Alignment
AC
10
Hit Points
75 (10d8+30)
Speed
walk 30 ft., swim 30 ft.
Skills
Perception +5
Resistances
bludgeoning, piercing, slashing from nonmagical attacks
Passive Perception
15
Languages
any two languages
Challenge
5
Environment
coastal, underwater
STR
12
+1
DEX
10
+0
CON
16
+3
INT
10
+0
WIS
15
+2
CHA
14
+2

Traits

Amphibious

Whymsee can breathe air and water.

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: call lightning, Evard's black tentacles

Actions

Thunderous Touch

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

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.

Ink Cloud

While underwater, Whymsee can expel an ink cloud in a 20-foot radius. The cloud spreads around corners, and that area is heavily obscured 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.

Spells

command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles

Other data

description