Huge Aberration, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 148 (13d12 + 52)
Speed 10 ft., Swim 50 ft.
STR
16 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
5 (-3)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +6, CON +7
Skills Perception +4, Stealth +4
Damage Resistances Cold, Psychic
Senses Darkvision 60 ft., Passive Perception 14
Languages Deep Speech
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amphibious. The Baby Bloop Leviathan can breathe air and water.

Deep Sea Lurker. In dim light or darkness, the Leviathan has advantage on Dexterity (Stealth) checks and gains an additional 10 feet of movement while swimming.

Echolocation Pulse (Recharge 5–6). The Leviathan emits a disorienting, low-frequency call that resonates through the water. Each creature within 30 feet must make a DC 12 Constitution saving throw or become deafened and stunned until the end of their next turn. On a successful save, creatures are only deafened for one round.

Actions
  • Multiattack. The Baby Bloop Leviathan makes two attacks: one with its Bite and one with its Tail Slap.

  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is Small or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the Leviathan can’t bite another target.

  • Tail Slap. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 3) bludgeoning damage. The target must succeed on a DC 12 Strength saving throw or be knocked prone.

  • Hypnotic Glow (Recharge 6). The Leviathan emits a soft, pale glow in a 20-foot radius. Each creature within this area must make a DC 12 Wisdom saving throw or be charmed until the end of their next turn. While charmed in this way, creatures are incapacitated and drawn 5 feet closer to the Leviathan at the start of their turn.

Habitat: Coastal

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