Gargantuan Dragon, Chaotic Evil
Armor Class 200 Natural Armor
Hit Points 500 (2d20 + 19)
Speed 700 ft., Habitat Advantage
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
7 (-2)
WIS
2 (-4)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, CHA +19
Skills Intimidation +350, Stealth +560, Survival +240
Damage Vulnerabilities Cold, Psychic
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons, Ranged Attacks, Damage Dealt By Traps, Damage from Spells
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Metal Weapons
Condition Immunities Incapacitated
Senses Darkvision 200 ft., Tremorsense 400 ft., Passive Perception 50
Languages Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Fire Breathing. The Leviathan is a 30-level monster. Its flame breath deals 2d10 fire damage on a successful hit, and is difficult to evade, even for those with a Dexterity bonus.

Swimming Expertise. If Leviathan is near a body of water between the sizes of Lake Erie and the Pacific Ocean and is allowed to enter it, its attack speed is ten times greater than its attack speed on dry land, will deal 2d20 + 19 on every successful hit, and becomes virtually immortal.

Leviathan Scale Armor. Leviathan is a water dragon that resides in the deepest, darkest, murkiest, depths of any body of water. Its naturally growing scale armor is airtight, watertight, and impervious to non-magical weaponry and attacks.

Actions

Spike Tail Swipe. Melee Weapon Attack: +20 to hit, reach 1,394 ft., any target. Hit: 2d8 + 6 [Bludgeoning] damage.

Incendiary Blasts. Ranged Energy Attack: +50 to hit, reach 500 ft., any target. Hit: 2d10 + 20 [Fire] damage.

Reactions

Psychic Vulnerability. One of Leviathan's only weaknesses is the fact that it doesn't encounter many things that make attempts on its mind. People with the basest telepathic capabilities will weaken it, and strong telepaths can take control over it for a short time, before it realizes it is being controlled. Only those with a claim to the Trident of Neptune can exert a complete and total psychological control over this petrifying beast, because of an ability that comes with the Trident to completely control any creature of the sea. Deals 2d20 + 40 attack damage to Leviathan.

Description

Leviathan is a gargantuan-sized sea dragon most famously described to Job by God in the Bible, that inhabits and thrives in the toughest parts of the water, and kind of resembles Jörmungandr, the Midgard Serpent from Norse mythology. The only two differences between the two reptiles is that Leviathan is many times smaller than Jörmungandr, and the fact that Leviathan has limbs, whereas Jörmungandr has none. The giant, fire-breathing water-lizard is 1,591 ft. tall, 1,312 ft wide, and 3,281 ft. from the tip of its snout to the tip of its tail. Leviathan has a long, strong neck, and an even longer, whip-like tail. It has airtight, watertight scales that behave as super-solid, indestructible body armor, and a strong constitution underneath its scales. The Leviathan's scales range in color from dark greenish-gray to black, and when fresh out of the water, it appears to be slimy. It has flippers, but all four of its flippers are clawed. It has three rows of webbed, vertical spines leaning toward the direction of its tail, starting at the base of its skull, and ending at the tip of its tail. Leviathan's eyes regularly brightly glow red, shining like miniature red suns when it discharges its flames, its nostrils are always smoking, and its teeth are very long, razor-sharp, very jagged, and dark yellow. The sea dragon can have anywhere from between two to four horns on its head at one time, and they too, point behind it.

Lair and Lair Actions

The Leviathan's lair is basically the entirety of any deep, large body of water, and those caught by it in its territory will have to fight it if they want at least a snowball's chance in hell of escaping their situation with their lives and not ending up as seafood.

Lair Actions

On initiative count 7, the Leviathan takes a lair action to cause one of the following effects; the Leviathan can’t use the same effect three rounds in a row:

  • Water Frenzy - Leviathan excites the water so much, it creates a superheated white hydrofoam. Disorients would-be attackers and victims alike, and deals out 2d10 + 8 attack damage.
  • Water Vortex - When Leviathan submerges from the surface or from anywhere else underwater, anyone caught within 30 feet of it will get sucked into a pressure vortex and be forcibly submerged right behind the monster. Deals out 2d8 + 20 attack damage with a drowning effect, and disorients its victims as well as would-be attackers.
  • Gaze of Fear - Eye contact with Leviathan's own red, glowing eyes induces extreme fear in its victims and attackers and an inability to breathe above water. Underwater, this action causes its victims to uncontrollably panic and scream, thus effectively robbing the victims/attackers of any air they may have been conserving. Deals out 2d20 + 5 attack damage to those with an inability to breathe underwater.

Regional Effects

The region containing a legendary Leviathan’s lair is a body of water, which creates one or more of the following effects:

  • A noticeable change in water temperature, from cold, to warm, to boiling, depending on your distance from the monster. An important thing to remember is: The closer you get to Leviathan, the higher the water's temperature will get.
  • Creation of tumultuous surface water conditions, making it nearly impossible to regain control of ships and/or stay afloat. This again depends on your distance from Leviathan, as the nearer you draw to the monster, the more increasingly violent the waters will get.

If the Leviathan dies for any reason, these effects fade over the course of 2d6 days.

Monster Tags: DemonDemon Lord

Habitat: CoastalUnderwater

ThePulse55

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