Ominous Presence. All offensive magical attacks towards the leviathan will be 6-10 (1d4) points less than the original attack.
Water Breathing. The leviathan can breathe only underwater.
Shriek of Thousands. The leviathan calls upon 1-6 (1d6) of her ravenous children (see Ravenous Piranhas in homebrew monsters.) within 18 ft, to fight alongside her.
Clamping Jaws. Melee Bite Attack: +45 to hit, reach 10 ft., one target. Hit: 45 (10d6 + 20) piercing damage.
Endless Maws. Melee Bite Attack: +72 to hit, reach 10 ft., one target. Hit: 72 (11d10 + 34) piercing damage. If this attack is used on a creature, they will be trapped in the leviathan's jaws (unless they are 11 ft in height/length or more), only being let out after 10-14 (1d4+10) turns. If a creature is to die from this attack, they will be swallowed whole (unless they are huge sized or higher). This attack can only be used once a day.
Thrashing Waves. Ranged Wave Attack: The leviathan thrashes around the area damaging creatures with waves that are 18 ft tall and 20 ft wide. Creatures in the trajectory of the waves must do a DC 24 Dexterity saving throw, taking 20 (2d8 + 20) bludgeon damage and knocking the target back 12-15 ft (1d4). Damage is nullified on a successful throw. The waters will also become rougher and the land will become more slippery. If the creature is to teleport successfully, all damage will be nullified.
Flaming Cinders (Recharges 5-6). Ranged Fire/Projectile Attack: The leviathan spews out chunks of flaming rock that are 6 ft in diameter. Creatures in the trajectory of these projectiles must do a DC 20 Dexterity saving throw, taking 40 (5d10+30) bludgeon damage and 30 (5d10+10) fire damage on a failed throw and half as much (bludgeon damage only) on a successful one. If the creature is to teleport successfully, (or the projectile never reaches the original impact, point or physically touches the creature) all damage will be nullified.
Hard to Hit. When an attack that can see you hits you with an attack, you can use your reaction to quarter the attack's damage against you.
The leviathan can take 2 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.
Intimidation. The leviathan makes a Charisma (Intimidation) check.
Bite. The leviathan makes a bite attack.
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Description
The leviathan is best defined from her brutish yet battered appearance, covered in scars from previous battles with fallen adventurers. Her teeth, similar to that of a crocodiles, but much wider. Her most known feature however is her lack of eyes. Nobody truly knows how she lost them. Some say she got them gouged out from a noble warrior of the underdark. Others say she simply lost them with time. But one thing is certain: she is still certainly deadly without them.
Lair and Lair Actions
Deep within the underdark, lies the leviathan's lair. Most of it is water, flooding the corridors, with scarce amounts of walkable areas, mainly being ruins from a distant past. There are also fossils, littered around the lair from extremely rare species of prehistoric animals, and quite valuable ancient artifacts. Despite the high amount of treasure hidden within the flooded halls, it also has a high amount of danger as well. The leviathan's ravenous children (see Ravenous Piranhas in homebrew monsters.) chitter throughout the passageways, guarding their mother.
Lair Actions
On initiative count 20 (losing initiative ties), the leviathan takes a lair action to cause one of the following effects; the leviathan can’t use the same effect two rounds in a row:
- The leviathan passively summons 1-2 (1d4) of her children (see Ravenous Piranhas in homebrew monsters.) for 6 turns.
- The leviathan causes a tremor in the arena which makes rocks that are 10 ft in diameter passively fall from the ceiling for 8 turns. All creatures in the trajectory of these rocks must do a DC 22 Dexterity saving throw, dealing 50 (3d6+37) bludgeon damage on a failed throw and half as much on a successful one.
Regional Effects
The region containing the legendary Unseeing Leviathan's lair is twisted by the leviathan's presence, which creates one or more of the following effects:
- Ravenous Piranhas have a higher chance of appearing throughout the region.
- Fishing is harder due to less fish being present.
- Black smoke from thermal vents heavily obscures the waters, but lightly obscures the air.
- Rocky fissures within 1 mile of the leviathan's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the leviathan dies, these effects fade over the course of 1d12 days.
Previous Versions
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