Huge Undead, Neutral Evil
Armor Class 14 Natural Armor
Hit Points 150 (12d12 + 72)
Speed 30 ft.
STR
22 (+6)
DEX
8 (-1)
CON
22 (+6)
INT
3 (-4)
WIS
16 (+3)
CHA
5 (-3)
Saving Throws CON +9, WIS +6
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Poisoned
Senses Blindsight 120 ft, Passive Perception 13
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Keen Smell. The Blightborn Leviathan has advantage on Wisdom (Perception) checks that rely on smell.

Undead Fortitude. If damage reduces the Blightborn Leviathan to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Blightborn Leviathan drops to 1 hit point instead.

Assimilate the Fallen. When the Blightborn Leviathan reduces a living creature to 0 hit points with a melee attack, it can use its smaller arms to assimilate the creature, regaining hit points equal to half the damage dealt by the final blow. The creature starts to be absorbed into the Leviathan's form, becoming a part of its undead mass unless saved by a Remove Curse spell or similar magic before the Leviathan's next turn.

Actions

Multiattack. The Blightborn Leviathan makes two attacks with its Slam.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.

Grasping Arms. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the Blightborn Leviathan can't use Grasping Arms on another target. The Leviathan has two smaller arms and can grapple two targets at a time.

Devour Soul. (Recharge 5–6) The Blightborn Leviathan targets one creature it has grappled. The target must make a DC 18 Constitution saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, the target is assimilated as per the Assimilate the Fallen trait.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

seanduffy003

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