| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +9 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 12 | +1 | +2 |
| CHA | 7 | −2 | −2 |
Hold Breath. The whale can hold its breath for 30 minutes.
Water Type. This creature gains resistances and vulnerabilities due to its elemental infusion. When hit with lightning damage, the creature is stunned for a round
Oblivious. This creature is unable to be charmed or frightened
Water Pulse. Ranged Spell Attack: +7 to hit, 60 ft. up to two targets. 2d6 cold damage and be pushed 30 ft in a straight line away from Whailmer if they are the same size or smaller than it.
Rest. The creature must not move on its turn to use this action. All movement is set to 0, and the creature regains 3d10+15 health, and becomes incapacitated until the beginning of its next turn.
Dive. (Only available while using swim speed) Melee Attack. +8, 5 ft, one target. Whailmer dives below the waves and reappears up to 30 ft away and makes an attack on a hit dealing 5d6+ 4 bludgeoning damage.
Self Destruct. Upon reaching 0 hitpoints, Wailmer explodes, all creatures within a 15 foot radius must make a DC 14 dex saving throw or take 4d12 bludgeoning damage.
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