Water Guard. While underwater, the Catfish Leviathan only takes half of the inflicted damage.
Amphibious. The Catfish Leviathan can breathe air and water.
Freedom of Movement. The Catfish Leviathan ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Entangle (Recharge 5). The Catfish Leviathan wraps its body around a ship reducing the targets movement speed by half and dealing 21(3d8 + 8) bludgeoning damage. If the Catfish Leviathan takes 45 damage or more in a single turn, it will release its grip on the target ship.
Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 22 (2d8 + 13) piercing damage. If the target is a Large or smaller creature grappled by the Catfish Leviathan, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained. It has total cover against attacks and other effects outside the Catfish Leviathan. It takes 35 (10d6) acid damage at the start of each of the Catfish Leviathan's turns. If the Catfish Leviathan takes 45 damage or more on a single turn from a creature inside it, the Catfish Leviathan must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Catfish Leviathan. If the Catfish Leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tail. Melee Weapon Attack: +16 to hit, range 5 ft., 15ft. Radius. Hit: 22 (2d8 + 13) bludgeoning damage.
Whiskers. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage and must succeed on a DC 19 Strength saving throw or is now grappled.
Every turn, the Catfish Leviathan can spend 4 legendary points
Geyser (Costs 4 points). While underwater, the Catfish Leviathan can spout a geyser of hot water with a 30ft. Radius upwards. Attack: +16 vs AC. Hit: 80 (14d8 + 24) force damage. all creatures on a ship must succeed on a DC 19 Strength saving throw or take half the damage and be knocked prone.
Swim (Costs 2 points). The Catfish leviathan can move half of its speed.
Submerge/Emerge (Costs 2 points). The Catfish Leviathan can spend 2 points to submerge underwater or emerge from the water.
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