Mythos Society Guide to New England: Bonus Monster - The Demon Whale

Clint Staples

Demon Whale

STR 100

CON 90

SIZ 130

INT 15

POW 30

DEX 10
Move 14 Swimming

HP 110

Damage Bonus: +13d6

Weapons:

Bite – 95%, 3d10 + Damage Bonus

Armor: 10 points. The Demon Whale regenerates 5 HP per round.

Skills: Watery Stealth 85%, Spot 75%, Listen 90%.

Spells – At 100%: Alter Weather, Attract Fish.

Sanity Loss: Lose 1d4/1d20 Sanity Points on seeing A Demon Whale.

Swallow Whole – A Demon Whale can swallow whole any creature or item that it successfully bites which is up to half of its size in Hit Points. If the item swallowed is a boat, crew may avoid being swallowed with a success against DEX x3. They are then deposited nearby, probably in the water. If it suits the Keeper’s purpose, individuals swallowed whole may be undamaged or only slightly so, having passed the teeth and jaws without greater mishaps. In the gullet, they may be kept by the Demon Whale for as long as it chooses, unless they should find some way out on their own. This is how the witch Goodie Hallet travels in the belly of her pet Demon Whale. Of course, she knows the secret to escape at will.

          Use the Vehicle Table, p. 285, of the Core Book – Call of Cthulhu, 6th Edition, to determine Hit Points for any boats or ships, as needed. For simplicity, you may assume that a dingy has 25 HP, a whaling boat 30, a small tug 60, A small freighter 100 or more. Allow a boat or ship Armour equal to 1/10th of its starting Hit Points.

Capsize – A Demon Whale can match its total of STR and SIZ against the SIZ of the any watercraft, to capsize it. If it succeeds, the ship is overturned.

Hull Breach – the Demon Whale may choose to breach the hull, doing its rolled Bite damage to the ships HP. If the ship sustains more than half of its HP in a single attack of this kind, a breach as occurred. If the ship loses all HP, it breaks up under the tremendous force of the attack.

The sea off the coasts of colonial New England was a source of tremendous bounty and constant fear to the people who must ply its waters. Fishing and shipping were daily activities upon which the cities and people of the region depended for their livelihood. Whaling ships were also common. Many made their fortunes in the lucrative trade. As many or more were lost to its dangers. If the man-eating shark is the terror of the ocean today, the Demon Whale of New England folklore was an earlier expression of the same terror of the deep, the mysteries that man cannot plumb, and the ultimate futility of our attempts to do so. It hinted of horrible evil under the sea, imbuing the creatures themselves with malevolent intellect. The Demon Whale was implacable, inescapable, and the servant of the same dark forces as the worst of the witches.

A Demon Whale is a truly terrifying monster, capable of destroying ships, even swallowing them whole. Some Demon Whales were notorious and recognizable due to identifying scars or other features. Often these creatures were given names by the humans who survived them, such as Caldera Dick. Though not of genius intelligence, Demon Whales are easily as smart as a smart person, though not in the same ways. But this intelligence allows them to plan, have opinions, preferences, even likes and dislikes.

Note: If the Keeper wishes, he may consider Demon Whales to be hostile to Dagon, Deep Ones, Cthulhu and other mythos monsters and entities of the deep ocean. As essentially mammalian, Demon Whales would be much younger evolutionarily than any of the above, and may have been prey for them. This antipathy will in no way cause the Demon Whale to sympathize with the puny, mewling fleshbags it occasionally finds on floating bits of wood or iron, but it might add a fun wrinkle to an investigation if the players determine that a Demon Whale has been frequenting the waters near a Deep One infested village, preying on Deep Ones as they travel to and from the depths.