Whymsee

Locathah Rising p. 20

Tamaño
Mediano
Tipo
humanoid (any race)
Alineamiento
Any Evil Alignment
CA
10
Puntos de golpe
75 (10d8+30)
Velocidad
walk 30 ft., swim 30 ft.
Habilidades
Perception +5
Resistencias
bludgeoning, piercing, slashing from nonmagical attacks
Percepción pasiva
15
Idiomas
any two languages
Desafío
5
Entorno
coastal, underwater
FUE
12
+1
DES
10
+0
CON
16
+3
INT
10
+0
SAB
15
+2
CAR
14
+2

Rasgos

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

Acciones

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.

Conjuros

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

Otros datos

description