8
230 (20d12 + 100)
0 ft., swim 40 ft.
Perception +7
poison
poisoned
blindsight 120 ft.
-
9
The ghost whale can't use its blindsight while deafened.
The ghost whale does double damage to objects and structures.
While in sunlight, the ghost whale has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The ghost whale has advantage on saving throws against any effect that turns undead.
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.
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.