Aquatic. The Penguin can hold its breath underwater for 1 hour.
Sense Words. The Penguin senses knowledge (usually in the form of magical tomes, typically those carried by wizards or sometimes warlocks) within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Alien Mind. The Penguin has advantage on all Intelligence, Wisdom, and Charisma saving throws against spells.
Innate Spellcasting. The penguin's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The penguin can innately cast the following spells, requiring no material components:
At will: encode thoughts, minor illusion, prestidigitation, thaumaturgy, eldritch blast
4/day each: armor of agathys, false life, tenser's floating disk, illusory script
2/day each: detect thoughts, mirror image, skywrite
1/day: catnap
Multiattack. The albino penguin makes one peck attack and, if it can, uses its Blinding Spittle.
Peck. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. (2d6) piercing damage plus 4 acid dmg. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.
Blinding Spittle (Recharge 5–6). The penguin spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding splash of toxic gas on impact. Each creature within 5 feet of the splash must succeed on a DC 12 Dexterity saving throw or be poisoned until the end of the penguin's next turn.
Comments