Medium humanoid (human), Neutral Evil
| Armor Class | 17 (natural armor) |
|---|---|
| Hit Points | 75 (10d8 + 30) |
| Speed | 30 ft., swim 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 10 (+0) | 16 (+3) | 10 (+0) | 15 (+2) | 14 (+2) |
| Saving Throws | — |
|---|---|
| Skills | Perception +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 15 |
| Languages | Common, Aquan |
| Challenge | 5 |
Whymsee can breathe air and water.
Melee Spell Attack Roll: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.
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.
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.
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