Legendary Resistance (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead
Repair. At the end of the Leviathian's every other turn, it is able to move gears and replace it's body. Able to heal itself for 1d100 plus 30. This also adds plus 2 to it's AC.
Configure. The creature is able to shift and move around it's body in order to change the position of it's tail and head and have them be at any end of the body, capable of freely moving the components in it's body at will.
Mechanical Body. Anyone who ends their turn on the body of the Leviathain must make a DC 24 dex saving throw or fall prone and be grappled by the gears of the creature. Depending on their position, they can either be attacked with the grind ability by the tail, or the slam attack.
Broken Gears. Whenver the Levaithain takes damage of 75 or more within the same turn, it's gears begin to fall off and break. Causing it to lose 1 AC
Multiattack. Clockwork Leviathian can make 2 Slam attacks, 1 tail attack, one clockwork throw or one breath attack. Grind is used to replace either the tail or the slam attack, depending on where the person is grappled.
Grind. The Clockwork Leviathian grinds it's gears together on any creature that it has grappled. The target must make a DC 26 strength save, dealing 3d10 bludgeoning damage on a failed save and half the on a successful one. If the target succeeds, they can break out of the grapple and be left on top of the leviathian.
Gear Throwing. Melee or Ranged Weapon Attack: +17 to hit, reach 10 ft. or range 120 ft., one target. Hit: 36 (2d12 + 10) force damage. If the target is an object, it takes triple damage
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 16 (2d12 + 10) bludgeoning damage plus The target must make a DC 26 strength save, dealing 3d10 bludgeoning damage on a failed save and half the on a successful one. If the target succeeds, they can break out of the grapple and be left on top of the leviathian.
Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (4d10 + 10) bludgeoning damage On a hit the target must make a DC 25 strength save or be caught within the creatures cogs and suffer the grappled condition. The creature can make a DC 13 strength save in order to break free of the grapple.
Breath Attack. (Recharge 2-3). The Leviathian fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.
The Clockwork Laviathain does not get attacks of opportunity
The Clockwork 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.
Camouflage. The Leviathian shifts and blends in with the surrounding area, giving anyone attempting to attack it has disadvantage. This affect lasts until the start of the laviathan's next turn. (Recharge 5-6)
Tail. The Leviathian can make a tail attack
Stunning Roar (Recharge 5–6). The clockwork leviathian emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) psychic damage, drops everything it’s holding, and is stunned until the beginning of the Leviathain's next turn. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This can be made within camoflauge and those affected can make a DC 15 perception check in order to find out whether or not they are able to find the postion of the creature.
Description
A very large (Roughly mile long and 20 ft. wide) mechanical serpent. The creature has two glowing blue orbs on its face and a gaping maw that seems to be able to swallow any creature in one bite. The creature resembles a huge mechanical eel.
Lair and Lair Actions
Large water wall that raises to the heavens with no end in sight. The wall is a large circle almost 1000 ft. In diameter. Once entered you are taken to a clockwork plane of gears and cogs that seem to almost be that of a grandfather clock. There is no ground but when entered the boat or other vehicle you were in floats at the same height it entered in as if it were still in the water. The boat can still move and the gravity here is seemingly non-existent. You can jump off the boat onto any of the cogs
Lair Actions
On initiative count 1 (losing initiative ties), the Clockwork Laviathain takes a lair action to cause one of the following effects; the Clockwork Laviathain can’t use the same effect two rounds in a row:
- The Gears and Cogs stop and begin to move around.
- The Gears and cogs begin moving the opposite direction and anyone on them has to make a DC 23 Dex saving throw or fall prone, if they do fail the check they take 4d12 bludgeoning damage from the moving gears.
- Each creature within the terrain must make a DC 25 Dex saving throw or take 2d10 bludgeoning damage as the gears and cogs are moving around
Regional Effects
The region containing a legendary Clockwork Laviathain’s lair is anywhere in the Ocean, which creates one or more of the following effects:
- A large circular barrier towering to the sky higher than one can see and 1000 ft. in diameter
- A dense fog effect that makes it difficult to see
If the Clockwork Laviathain dies, these effects fade Immediately and those inside are brought back to the plane they entered from
Previous Versions
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10/12/2020 6:09:20 PM
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3/20/2023 6:28:16 AM
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16
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5
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3/20/2023 6:33:39 AM
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22
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1
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Coming Soon
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