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White Whale

Gargantuan monstrosity, unaligned

Armor Class 16 (natural armor)
Hit Points 246 (17d20 + 68)
Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 18 (+4) 5 (-3) 14 (+2) 7 (-2)

Saving Throws Strength +11, Constitution +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses blindsight 60 ft., passive Perception 12
Languages
Challenge 15 (13,000 XP)

Special Traits

  • Hold Breath. The whale can hold its breath for 30 minutes.

Actions

  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
  • Engulf. The whale fully opens its gaping maw and all Medium or smaller creatures and objects in a 30 ft. cone from its mouth must succeed on a DC 19 Strength saving throw or be completely engulfed by the whale. While swallowed, creatures are restrained and have total cover against attacks and other effects from outside the whale. Additionally, all creatures and objects in its interior take 24 (7d6) acid damage at the start of each of the whale’s turns. If the whale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures and objects, which fall prone in a space within 10 feet of the whale. If the whale dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement.

Legendary Actions

The whale can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The whale regains spent legendary actions at the start of its turn.

  • Tail. The whale makes a tail attack.
  • Engulf (Costs 2 Actions). The whale uses Engulf.
  • Tsunami (Costs 3 Actions). The whale slams its tail against the water creating a 60-foot cone of water. Each creature in that area must make a DC 19 Strength saving throw. On a failed save, a creature takes 42 (12d6) bludgeoning damage and is pushed 30 feet and knocked prone. On a successful save, a creature takes only half damage.

About

Once in a blue moon, a giant albino whale is born. These monstrosities take only a year to reach 300 feet in length and hunt down anything they find on the high seas. While a far cry from the threat posed by a kraken or ancient sea dragon, white whales should not be underestimated.

These behemoths can sink large ships and have a gullet big enough to swallow an entire fishing boat. Those who find themselves in the belly of a white whale quickly discover that their troubles have just begun. A white whale’s belly is extremely acidic, but the odd sailor has managed to escape from its huge gullet to tell the tale.

Adventurers, hunters, and bored nobles have been known to drop everything when a white whale is spotted. Those who hunt one down are remembered for decades, providing fame and prestige, or enough food, bone, and oil to end a whole village’s poverty. Hunting a white whale is foolish and most never return. Others obsess for years after sighting a white whale, until they or the whale meet their end.

Battling Gargantuan Aquatic Monsters

When your players battle an aquatic monster from the deck of a ship, it is normal combat with a few considerations:

  • If your players are attacking the monster with cannons, they can produce huge amounts of damage per round. Increase the Challenge Rating (CR) of your encounters to compensate.
  • Decide if the sea monster attacks the ship, creatures on the ship’s deck, or a bit of both. If appropriate, adjust the encounter CR to handle the added hit points of the ship that the sea monster needs to damage.
  • It is always a good tactic to have the creature dive at the end of its turn, only to appear on the other side of the ship during the next round.
Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.