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Wentshukumishiteu

Wentshukumishiteu
Image (midjourney.com)

Wentshukumishiteu, the enigmatic guardian of waters, manifests as a spectral figure with a fluid, ethereal form, adorned in shimmering aquatic hues that blend seamlessly with the surrounding water. Its presence is accompanied by the gentle murmurs of flowing streams and the rhythmic lapping of waves. Wentshukumishiteu’s eyes gleam with ancient wisdom, reflecting the depths of its otherworldly knowledge.

This water elemental spirit fiercely safeguards the young of various animal species, especially otters, from human hunters. Known to dwell beneath Manitutshu, the Spirit Mountain, near Muskrat Falls on the Churchill River in Labrador, Wentshukumishiteu exhibits an intense fondness for the creatures it protects. Its mystical powers enable it to traverse water effortlessly, break through the thickest ice, and move beneath the ground, navigating through rocks.

Legends tell of Wentshukumishiteu’s swift and silent interventions to defend the innocent. In one tale, a hunter’s malevolent intent towards a white otter triggers the spirit’s wrath. As the hunter shoots, a growling sound emanates from the water, foreshadowing the impending retribution. The water transforms into a wave, the ground shakes, and the creature pursues the transgressor. The earth itself seems to respond to Wentshukumishiteu’s pursuit, opening a mysterious portal to reclaim the wrongdoer.

This mysterious guardian, with its profound connection to water and earth, stands as a supernatural force, ensuring the delicate balance between humanity and the natural world.

Wentshukumishiteu
Image (midjourney.com)

Large Elemental, Neutral


Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 40 ft., swim 60 ft.


STRDEXCONINTWISCHA
18 (+4)16 (+3)16 (+3)14 (+2)18 (+4)16 (+3)

Skills Perception +7, Stealth +6
Damage Resistances Cold
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages Aquan, Inuit
Challenge 8 (3,900 XP)


Amphibious. It can breathe both air and water.

Fluid Form. It can move through a space as narrow as 1 inch wide without squeezing.

Aquatic Camouflage. It has advantage on Dexterity (Stealth) checks made while underwater.


Actions

Multiattack. Wentshukumishiteu makes two attacks: one with its slam and one with its watery grapple.

  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 4) bludgeoning damage.
  • Watery Grapple. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: The target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and Wentshukumishiteu can’t watery grapple another target.
  • Water Jet. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 27 (6d8) cold damage.

Legendary Actions

Wentshukumishiteu 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. Wentshukumishiteu regains spent legendary actions at the start of its turn.

  • Flowing Surge. It moves up to its speed without provoking opportunity attacks.
  • Aquatic Ward. It grants advantage on saving throws against magical effects to all creatures within 30 feet of it until the start of its next turn.
  • Whirlpool (Costs 2 Actions). Wentshukumishiteu creates a vortex of water in a 20-foot radius centered on a point it can see within 60 feet. Each creature in that area must make a DC 16 Strength saving throw, taking 27 (6d8) bludgeoning damage on a failed save or half as much on a successful one. The water then becomes difficult terrain until the end of Wentshukumishiteu’s next turn.
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