Whymsee

Medium humanoid (any race), Any Evil Alignment

Armor Class

10

Hit Points

75 (10d8+30)

Speed

walk 30 ft., swim 30 ft.

Skills

Perception +5

Damage Resistances

bludgeoning, piercing, slashing from nonmagical attacks

Languages

any two languages

Challenge

5

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

Actions

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.