Whymsee

(Locathah Rising)

Medium humanoid (human), Neutral Evil

Armor Class17 (natural armor)
Hit Points75 (10d8 + 30)
Speed30 ft., swim 30 ft.
STRDEXCONINTWISCHA
12 (+1) 10 (+0) 16 (+3) 10 (+0) 15 (+2) 14 (+2)
Saving Throws—
SkillsPerception +5
Damage Vulnerabilities—
Damage Resistancesbludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities—
Condition Immunities—
Sensespassive Perception 15
LanguagesCommon, Aquan
Challenge5

Traits

Amphibious.

Whymsee can breathe air and water.

Actions

Thunderous Touch.

Melee Spell Attack Roll: +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 Vision and Light 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 each/day: control water, darkness, water breathing, water walk

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