Illhveli, Kembingur
A bright-red crest runs along the back of this monstrous whale._ **Demon of the Deep.** Belonging to a race of evil giant whales known as the illhveli, the kembingur is a terror to behold. It rapaciou
- Armor class
- 17
- Hit points
- 210
- Challenge
- 12
- Creature type
- Monstrosity
- Size
- Gargantuan
- Alignment
- chaotic evil
A bright-red crest runs along the back of this monstrous whale._
Demon of the Deep. Belonging to a race of evil giant whales known as the illhveli, the kembingur is a terror to behold. It rapaciously hunts down ships to sink them and gorge itself on the crew, and many seagoing humanoids believe it to be some sort of demon or evil spirit.
Blood on the High Seas. The kembingur’s ability to smell blood is legendary, and the beast has been known to track bleeding targets for days without rest. A kembingur typically thrashes around in the water to founder smaller vessels it cannot easily overturn, then it focuses on mauling anyone who falls into the water. Eternally cruel, the kembingur enjoys taking small nips out of a creature to prolong its death, letting the victim slowly bleed out.
Stat block
- Cha
- 12
- Con
- 24
- Dex
- 12
- Int
- 7
- Str
- 27
- Wis
- 14
- Speed
- Swim: 60; Walk: 5
- Senses
- darkvision 60 ft., passive Perception 20
- Skills
- Athletics: 12; Perception: 10
- Actions
- Multiattack. The kembingur makes one bite attack and one tail attack.
- Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) piercing damage.
- Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.
- Churn Water (Recharge 4-6). The kembingur thrashes violently. Each creature within 20 feet of the kembingur must make a DC 17 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one. The water within 60 feet of the kembingur becomes difficult terrain for 1 minute. Each creature that starts its turn on the deck of a ship in this area must succeed on a DC 17 Dexterity saving throw or fall overboard.
- Languages
- understands Common but can’t speak
- Saving throws
- Strength: 12; Constitution: 11
- Special abilities
- Blood Frenzy. The kembingur has advantage on melee attack rolls against any creature that doesn't have all its hp.
- Blood Scent. The kembingur can smell blood in the water within 5 miles of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the kembingur has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp.
- Hold Breath. The kembingur can hold its breath for 1 hour.
- Siege Monster. The kembingur deals double damage to objects and structures.
- Damage resistances
- cold
- Condition immunities
- prone
Source and licence
From Tome of Beasts 2.
Licence: Open Game Content (OGL 1.0a).