Ghost Whale

Huge undead, chaotic evil

Armor Class

8

Hit Points

230 (20d12 + 100)

Speed

0 ft., swim 40 ft.

Skills

Perception +7

Damage Immunities

poison

Condition Immunities

poisoned

Senses

blindsight 120 ft.

Languages

-

Challenge

9

Echolocation

The ghost whale can't use its blindsight while deafened.

Siege Monster

The ghost whale does double damage to objects and structures.

Sunlight Sensitivity

While in sunlight, the ghost whale has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Turn Resistance

The ghost whale has advantage on saving throws against any effect that turns undead.

Actions

Bite

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the ghost whale. A swallowed creature has total cover against attacks and other effects outside the ghost whale. If the ghost whale dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement.

Sonic Wave (Recharge 2-3)

The ghost whale sings an eerie whale song in a 90-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw or take 24 (7d6) force damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.