Gargantuan Elemental, Chaotic Neutral
Armor Class 17
Hit Points 217 (15d20 + 60)
Speed 60 ft., Walk 20 ft.
STR
25 (+7)
DEX
16 (+3)
CON
18 (+4)
INT
8 (-1)
WIS
5 (-3)
CHA
17 (+3)
Saving Throws CON +9, CHA +8
Damage Resistances Acid, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Partial Freeze. Once the Aquavolt Leviathan takes 30 cold damage, it partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage. It is also unable to use it's "redirect flow" legendary action.

Mirrored Scales. While the leviathan is fully submerged, it had advantage on stealth checks to remain hidden and attacks against it have disadvantage.

Siege Monster. The leviathan deals double damage to objects and structures.

Water Form. The leviathan can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The leviathan makes two Slam attacks, one with its head and one with its tail. Alternatively, it can make one slam attack and charge its "Full Discharge" attack.

Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (2d10+ 7) bludgeoning damage plus 7 (1d12) lightning damage.

Full Discharge (Recharge 6). The leviathan unleashes the electricity stored up inside it. Each creature within 15 feet of the leviathan's aqua tunnel must make a DC 17 dexterity saving throw. On a failed save, a creature takes 28 (8d6) lightning damage and is  stunned until the end of their next turn. On a successful save, a creature takes half as much damage and isn’t stunned. Until the end of the Aquavolt Leviathan's next turn, it does not deal lightning damage with its attacks or aqua tunnel.

Bonus Actions

Aqua Tunnel. The Aquavolt Leviathan may choose two points within 120 feet of eachother. As long as they are both on water, the leviathan may create a winding tunnel of water and electricity between the two. When the tunnel appears, creatures in the within range must make a DC 17 strength saving throw or be swept up in the flow.

At the start of their turn, creatures inside the tunnel are pushed 15 feet in the direction of the flow and take 1d8 bludgeoning damage. Anyone attempting to move within the flow must make a DC 10 athletics check to fight the current, and then may move at half speed. Failing the check they may voluntarily move in the direction of the current, but may not exit. One additional check may be made as an action. 

At the end of a creature's turn, they take 2d6 lightning damage, unless the leviathan used Full Discharge the turn before.

Legendary Actions

The 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 leviathan regains spent legendary actions at the start of its turn.

Redirect Flow. The leviathan may adjust its aqua tunnel's start and end points, so long as it remains in the flow.

Charge. The leviathan attempts to regain its Full Discharge ability.

Slam (Costs 2 Actions). The leviathan makes one Slam attack.

Description

A leviathan is an immense creature that acts as a force of nature, dragging ships down to the ocean’s depths and washing away coastal settlements. When called forth, a leviathan arises from a large body of water and takes on the form of a gigantic serpent.

Usually found only on the Elemental Plane of Water, a leviathan sometimes swims through a portal to another world, where tritons, sea elves, and other aquatic folk attempt to contain it. Nihilistic cults have also been known to perform arduous rituals to summon a leviathan to a world, with the aim of using the creature to destroy coastal communities. Those cultists often consider it a blessing to drown themselves in the elemental’s waters.

Habitat: CoastalUnderwater

Chrisbbain

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