Gargantuan Beast, Chaotic Neutral
AC 18 (natural armor)    Initiative +6 (16)
HP 186 (12d20 + 60)
Speed 0 ft., Swim 80 ft.
Mod Save
STR 24 +7 +7
DEX 12 +1 +6
CON 21 +5 +10
Mod Save
INT 9 −1 −1
WIS 18 +4 +4
CHA 8 −1 −1
Resistances Bludgeoning, Cold
Immunities Prone
Senses Blindsight 120 ft.; Passive Perception 14
Languages Aquan , Whalespeak
CR 16 (XP 15,000, or 18,000 in lair; PB +5)
Traits

Echolocation. Cetus can't use his Blindsight while Deafened.

Hold Breath. Cetus can hold his breath for 80 minutes.

Exceptional Hearing. Cetus has a +10 bonus to  Wisdom (Perception) checks that rely on hearing.

Legendary Resistance (2/Day). If Cetus fails a saving throw, he can choose to succeed instead.

Actions

Bite. Melee Attack Roll: +12, reach 10 ft. Hit: 32 (5d10 + 7) Piercing damage.

Tail Smash. Melee Attack Roll: +12, reach 20 ft. Hit: 20 (3d8 + 7) Bludgeoning damage.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, Cetus can expend a use to take one of the following actions. Cetus regains all expended uses at the start of each of his turns.

Tail Smash. The whale makes one Tail Smash attack.

Thrash. Strength Saving Throw: DC 18, each creature in a 20 ft. Emanation. Failure: 16 (2d8 + 7) Bludgeoning damage, and the target falls Prone. Success: Half damage. Failure or Success: Cetus can’t take this action again until the start of his next turn.

Lair and Lair Actions

Emperor whales live in the depths of the dark ocean, often within great ruins of large sunken ships or near the remains of ancient civilizations.

Lair Actions

When fighting inside its lair, an emperor whale can trigger certain contingencies it has devised. On initiative count 20 (losing initiative ties), the emperor whale takes a lair action to cause one of the following effects; the whale can’t use the same effect two rounds in a row:

  • The whale sings a haunting and mysterious song, attracting all aquatic creatures within 100 feet with an Intelligence of 5 or lower. These creatures swarm around the whale, forming a mass of writhing bodies in a 30-foot radius. The area is Difficult Terrain, and a creature that starts their turn in this area or who moves into this area for the first time on its turn must succeed a DC 15 Dexterity saving throw or take 7 (2d6) Piercing damage plus 7 (2d6) Bludgeoning damage. The creatures remain until the next initiative count 20.
  • The whale spits slippery mucus in a 30-foot cone. Every creature in the area must succeed a DC 16 Dexterity saving throw or be Restrained for one minute. A creature can repeat this saving throw at the end of each of its turns, ending this effect on a success.
  • The whale surges upward, jumping 20 feet above the surface of the water. Any creature in a 15-foot radius surrounding the whale must succeed a DC 15 Dexterity saving throw  or be pushed back 10 feet and knocked Prone. Any water vehicles in the area take 55 (10d10) Bludgeoning damage.

Regional Effects

The region containing an emperor whale’s lair is shaped by the creature’s presence, which creates one or more of the following effects:

  • Seaweed forests grow all around the lair, which obscure the whale's movements. Any Wisdom (Survival) or Intelligence (Investigation) checks made to track the whale are made at disadvantage.
  • The ruins of many ships litter the sea floor near an emperor whale's lair.
  • Dead aquatic creatures float above the surface of the water in a 100-ft. x 100 ft. area centered on the lair.

If the whale dies, the last effect fades over the course of 3d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
3/13/2025 8:35:48 PM
2
0
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Coming Soon

Monster Tags: Misc Creature

Habitat: Underwater

TheBooksDoctor

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