Gargantuan Monstrosity, Unaligned
Armor Class 22 Natural Armor
Hit Points 763 (35d20 + 430)
Speed 0 ft., swim 80 ft.
STR
28 (+9)
DEX
20 (+5)
CON
28 (+9)
INT
2 (-4)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws INT +5, WIS +10, CHA +13
Damage Vulnerabilities Thunder
Damage Resistances Acid
Damage Immunities Cold, Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight, Passive Perception 11
Languages None
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (2/day). If the deep sea leviathan fails a saving throw, it can choose to succeed instead.

Magical Weapons. The attacks of the deep sea leviathan are considered magical.

Magic Resistance. The deep sea leviathan has advantage on saving throws against spells and and other magical effects.

Conductive Layers of SkinThe deep sea leviathan has several layers of slippery, thick and tough skin. Its surface channels off virtually any magical and nonmagical projectile launched against it. If hit by any projectile or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the deep sea leviathan is unaffected. On a 6, it takes only half the damage it would have taken with a normal attack and it is immune to any effects of that attack.

Siege MonsterThe deep sea leviathan deals double damage to objects and structures (gargantuan and smaller seaborne objects and structures will be automatically dragged down by Wrath of the Deep)

Immutable Form. The deep sea leviathan is immune to any spell or effect that would alter its form.

Actions

Multiattack. The deep sea leviathan can use its Frightful Presence. Aftetwards it uses its Wrath of the Deep (if available). It then makes three attacks: one with its slam, one with its tail and one with its bite.

Wrath of the Deep (3/day). The deep sea leviathan swims 1000 feet downwards in a circular fashion, creating a whirlpool with a 100 feet radius, affecting every creature and loose object or structure within it. Every target must then succeed a DC 23 Strength saving throw or be restrained until the end of the deep sea leviathans turn, also, if the saving throw was failed, the target will be dragged downwards by the whirlpool. At the end of the deep sea leviathans turn, all targets that failed the saving throw are then within a 10 ft. reach of the deep sea leviathan.

Frightful Presence. Each creature within a 120 ft. radius of the deep sea leviathan and aware of it, must succeed on a DC 18 Wisdom saving throw or become frightened for 1 Minute. A creature can repeat the saving throw at the beginning of each of its turns, ending the effect on itself on a success. If the effect ends on a creature, it will become immune to the deep sea leviathan's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 7) piercing damage. If the deep sea leviathan's attack roll is a 20, the target is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the deep sea leviathan. It takes 42 (12d6) acid damage at the start of each of the deep sea leviathan's turns. If the deep sea leviathan takes 60 damage or more on a single turn from a creature inside it, the deep sea leviathan must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures in a space 10 ft. in front of the deep sea leviathan. If the deep sea leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement.

Slam. Melee Weapon Attack: +17 to hit, range 15 ft., four targets. Hit: 26 (3d10 + 9) bludgeoning damage. The target(s) must succeed on a DC 20 Dexterity saving throw, or be stunned for 1 minute. If they succeed, they will not be stunned and take only half the damage from the attack.

Tail. Melee Weapon Attack: +17 to hit, range 20 ft., two targets. Hit: 30 (5d8 + 7) bludgeoning damage. The target(s) must succeed on a DC 20 Strength saving throw or be pushed away 30 ft.

Legendary Actions
The deep sea leviathan 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 deep sea leviathan regains spent legendary actions at the start of their turn.

Attack. The deep sea leviathan makes one bite attack, slam attack or tail attack.

Swim. The deep sea leviathan swims up to half its swimming speed.

Description

The Deep Sea Leviathan

One of the most dreaded creatures in the multiverse, respected and feared in all planes of existence that know of its terror, the deep sea leviathan is for the oceans what the tarrasque is for the dry land. It resembles a collossal sea serpent with huge jaws that are equipped with large teeth with which it can crunch through virtually any material. Unexpectedly quick and nimble in the water, the deep sea leviathan can pursue its prey for days and once it got interested in a target (might be a large whale or even a ship or boat) it will do so. Although there has only ever been one deep sea leviathan observed at a time and thus attacks are relatively rare, there is no evidence on how many of these abominations exist in the marterial plane, since they usually dwell only in the deepest ocean trenches.

Bad Weather, Bad News. Even though sightings of the deep sea leviathan are pretty rare, on one thing most scientists can agree on: when the deep sea leviathan attacks, it is always accompanied by bad weather. Such weather might be a heavy, silent rainfall, or a blizzard in colder regions, but most often it will turn out to be extremely turbulent and a thunderstorm roars across the sea. But why is that? Some believe that the deep sea leviathan detests sunlight, which is why it only comes out when the weather turns cloudy and dark. This theory is approved by the fact that there have been reports on deep sea leviathan attacks at night, while the weather was clear. Another theory claims that a deep sea leviathan is truly a cursed creature, that causes storms and thunder to arise upon its journey to the surface of the ocean. Either way, bad weather on the ocean turns out to be even more troublesome than it already is for sailors and men of the sea, knowing that such a creature might appear on the surface of the water.

Abomination of the Deep. Its sheer power coupled with its unmatched aquatic agility is what makes the deep sea leviathan so feared among the worlds. However, that is not the most eerie aspect about its dreadful existence. The worst aspect about it is, that it can virtually survive in any deep waters. First of all, it has no natural enemies, even the mighty kraken bails when it senses the deep sea leviathan's presence. The second thing is that it can live in any climate, be it tropical seas or icecold oceans. Finally, it is basically immune to any kind of impurity of the water it dwells in, so much so that it can sometimes be the only living being in a contaminated body of water for miles. Even the extremely potent, infectionous corruption of the abyss does not do any harm to the deep sea leviathan, if anything it makes it more angry at wherever the corruption is originating from. These facts make the deep sea leviathan to one of the most fearsome monstrosities that even demon lords would not dare to fight alone.

 

Lair and Lair Actions

The deep sea leviathan usually roams all deep waters, only occasionally rising to the surface of the open ocean or a coast. When it lays an egg (or maybe, even more horrible, several eggs!) however, it seems to seek out a suitable underwater lair, like a cave or a steep crater, and stay there until the new hatchling is ready to leave the lair. It is told though, that it has made its lairs in coastal grottos as well in past times, dispite it being a mostly underwater creature.

Lair Actions

On initiative count 20 (losing initiative ties), the deep sea leviathan can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • The deep sea leviathan absorbs the energy of surrounding creatures within a 100 feet sphere of itself, regenerating 3d20 hit points. Since all targets will lose energy, their bodily warmth decreases, which means every target has to perform a DC 16 Constitution saving throw, or have disadvantage on attack rolls and have their movement / swimming speed halved. A deep sea leviathan is immune to this action.
  • The deep sea leviathan will radiate some of its stored energy towards creatures within a 100 feet sphere of itself. All targets will have to perform a DC 20 Strength saving throw or take 3d20 radiant damage and be blinded until the end of the targets next turn. A deep sea leviathan is immune to this action.

Regional Effects

The region containing the deep sea leviathan's lair is warped by its presence, which creates one or more of the following effects:

  • Within 6 miles of the lair, all wild creatures that are able to move will escape the location of the lair.
  • The weather within a radius of 18 miles above the oceans surface directly above the deep sea leviathan's lair is constantly cloudy, with either storms or heavy rains raging across the sky. Depending on where the deep sea leviathan has its lair, blizzards can also occur.

If the deep sea leviathan dies or moves out of the lair, these effects will fade over the course of 2d12 days.

Habitat: CoastalUnderwater

LeberKaiser

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