Legendary Resistance(3/Day: If the Abyssal Leviathan fails a saving throw, it can choose to succeed instead
Foul Waters: Any creature other than a Demon that starts its turn within 20 feet of The Abyssal Leviathan, while completely submerged in water, must succeed on a DC 25 Constitution saving throw or be poisoned until the start of the creature’s next turn.
Magic Resistance: The Abyssal Leviathan has advantage on saving throws against spells and other magical effects
Corrosion: Whenever a creature takes acid damage from the Abyssal Leviathan, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon the target is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed. The penalty on an object can be removed by the Mending spell.
Partial Freeze: If the Abyssal leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage.
Water Form: The Abyssal 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.
Seige Monster: The Abyssal Leviathan does double damage to objects & structures.
Multiattack: The Abyssal Leviathan makes one bite, and two slam attacks.
Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., 1 target. Hit: 31 (2d20 + 10) piercing damage, plus 18 (4d8) Poison damage.
Slam: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 23 (2d12+ 10) bludgeoning damage plus 13 (2d12) acid damage.
Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage plus 10 (3d6) acid damage.
Maelstrom (Recharge 6): The leviathan magically creates a whirlpool of water that extends 120 feet from itself in all directions. The water created by the whirlpool is up to 25 feet tall on dry land. If this ability is used on the surface of an existing body of water more then 500 feet across, the radius of the whirlpool is doubled, and the water level rises 50 feet with the whirlpool. If the ability is used more then 100 feet below the surface of a body of water, the effect becomes a sphere.
Each creature in the whirlpool must make a DC 25 Strength saving throw. On a failed save, a creature takes 52 (8d12) bludgeoning damage and is pulled 30 feet towards the Abyssal Leviathan. On a successful save, a creature takes half as much damage and isn’t Pulled. The water spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 500 feet of it, and then it vanishes.
The Abyssal Leviathan can take up to 3 legendary actions per round at the end of other creatures turns, choosing from the options below. It can only use one legendary action per turn, and regains spent legendary actions at the start of its turn.
Move: The Abyssal Leviathan moves up to its speed.
Tail(Costs 2 Actions): The Abyssal Leviathan makes a tail attack.
Description
"A gargantuan sea creature with countless, glowing eyes and a mouth filled with rows of luminescent, razor-sharp teeth."
Corrupted Elemental: An Abyssal Leviathan is born when an Elder Water Elemental finds its way into the Shadowsea, the Steaming Fen, or another aquatic layer of the Abyss. Once there, over time the fundamental evil of the place seeps into their being, transforming them. Their bodies become more solid, and monstrous, though they can still revert to liquid in order to traverse tight terrain. Nevertheless, the evolution of their scaly hide and venomous fangs mark their transformation into new creatures altogether.
Demons of the Sea: While still technically elementals, there can be no denying the taint of evil upon an Abyssal Leviathan. They register as both Fiends & Elementals to Divination magic, and they're cleverer then an Elder Elemental, speaking in gurgling, guttural tones, and operating like an extremely cunning apex predator. Unlike such beasts, there's deliberate malice to the destruction they cause, and enjoyment in drowning as many screaming victims as possible.
Black Tides: An Abyssal Leviathan surpasses a Balor, or even a Molydeus in strength, rivaling many demon lords, but lacks the intellect necessary to rally lesser Demons to its cause, conquer & hold a layer, and participate in the Blood War. On the other hand, their power is so great that most Demon Lords cannot dominate them, and most who try suffer death or a humiliating defeat. Outside of evil Deities such as Umberlee, Sekolah or Blibdoolpoolp, only Demogorgon & Dagon have ever succeeded in taming these titanic creatures.
When an Abyssal Leviathan is unleashed upon a Material Plane, the results are apocalyptic. Fleets sink, coastal cities are devastated, rivers are poisoned, fishing lanes are obliterated, and all things that live beneath the waves are filled with hatred of those that breath air. There's no strategy behind this, but no better example exists of a literal Force of Nature acting with gleeful cruelty. Unless the beast is promptly slain or banished, the loss of life and damage to the coastline will be harrowing.
Elemental Nature: The Abyssal Leviathan doesn't require Air, Food, Drink or sleep.
Lair and Lair Actions
The lair of an Abyssal Leviathan is often the hulk of a great ship it personally sunk, or the flooded center of a city it's devastated. While they prefer the depths of the ocean, so great is their Elemental Might that when they lair on the surface, the area around such a lair will soon become submerged in a shallow, foul sea.
Lair Actions
On initiative count 20 (losing initiative ties), the Abyssal Leviathan takes a lair action to cause one of the following effects; the Abyssal Leviathan can’t use the same effect two rounds in a row:
- The Water itself attempts to drag a creature of the Leviathan's choice to a watery grave. One creature within 300 feet of the Leviathan who's at least partially submerged in water must make a DC 20 constitution save. On a failure, they magically become extremely heavy, their swimming speed becomes 0, they lose the ability to move through water, and they begin sinking at a rate of 50 feet per round. At the beginning of each of their turns, they can repeat the saving throw, ending the effect on a success.
- The Abyssal Leviathan fixes a creature it can see within 120 feet with a Baleful Glare from its glowing eyes. The creature must succeed on a DC 19 wisdom save, or become paralyzed until the end of their next turn.
- The Abyssal Leviathan's body becomes superheated. Until initiative count 20 on the next round, the Abyssal Leviathan’s speed is doubled, it's partial freeze trait is suppressed, and any creatures that touch it, or hit it with a melee attack while within 5 feet of it take 10(3d6) fire damage. Additionally, it's considered heavily obscured as a cloud of steam pours off its flanks.
Regional Effects
The region containing an Abyssal Leviathan’s lair is Corrupted by its presence, which creates one or more of the following effects:
- Any creatures with a natural swimming speed and an intelligence of 3 or less within 10 miles attack humanoids on sight.
- The weather is perpetually overcast and stormy within 5 miles, leading to extremely dangerous sailing conditions.
- The Water Level within 20 miles will slowly rise if the lair is out in the open sea, or the land will be constantly flooded with monsoon rains if the lair is landlocked, until a lake is created.
If the Abyssal Leviathan dies, these effects fade over the course of 40 days.
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