This scrimshaw whistle was carved from the bone of an ancient sea leviathan. Few of these whistles have ever been successfully made.
Bone of an Ancient Legend. Creatures with an inherent swim speed have disadvantage on all saving throws associated with spells and effects from this whistle. Those with a similar whistle can hear this whistle being played no matter the distance, and vice versa, as long as the targets are at sea. This whistle plays better underwater than in air.
Terror of the Deep. This whistle has 3 charges. You can use an action to play this whistle and expend 1 charge to create a terrifying, rumbling sound. Each creature within 30 feet of you that hears you blow the whistle must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of this whistle for 24 hours. The whistle regains 1d3 expended charges daily at dusk.
Tentacles from the Watery Abyss. While holding the whistle, you can use an action to cast one of the following spells from it (save DC 15): Arms of Hadar, Hunger of Hadar, and Evard's Black Tentacles. Once a spell has been cast using the whistle, that spell can’t be cast from the whistle again until the next dawn.
Rise from the Depths. As part of a dark ceremony, this whistle can be used to resurrect creatures, shipwrecks, or other entities that have sunk to the depths of the ocean. May only be used once a month during the first night of a new moon. This property is on par with the Resurrection or Mighty Fortress spell. The exact effect is up to the DM’s discretion.
Notes: Frightened, Damage, Control, Utility, Combat, Instrument
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