Gargantuan Elemental (Titan), Chaotic Neutral
Armor Class 19 Natural Armor
Hit Points 500 (30d20 + 200)
Speed 40 ft., swim 120 ft.
STR
27 (+8)
DEX
16 (+3)
CON
24 (+7)
INT
18 (+4)
WIS
22 (+6)
CHA
20 (+5)
Saving Throws STR +16, CON +15, WIS +14
Damage Vulnerabilities Lightning
Damage Immunities Poison
Senses Darkvision 120 ft., Passive Perception 16
Languages Aquan, Primordial
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Elemental Nature. The Abyssal Leviathan is immune to exhaustion and doesn't need to sleep, eat, or breathe.

Immutable Form. The Leviathan is immune to any spell or effect that would alter its form.

Colossal Nature. The Leviathan is immune to difficult terrain and is unaffected by forced movement. It is also immune to the prone, grappled, restrained, and exhaustion conditions.

Innate Immortality. If the Leviathan is reduced to 0 hit points, its body dissolves into abyssal water over 1d4 rounds as it begins to regenerate. While in this state, it cannot be targeted or damaged. After this time, it begins to regrow, regaining all its hit points at a rate of 100 hit points per round and fully reconstituting in 1d4 minutes. Its regeneration can only be permanently stopped by a wish spell cast with the specific intent of nullifying its regenerative ability after its body has been reduced to abyssal water, or by a Tarrasque swallowing it.

Reflective Carapace. The Leviathan is immune to any spell that requires a ranged attack roll. Additionally, any spell and even dragon breath that targets the Leviathan with a ranged spell attack is reflected to the caster as if the caster was the target of the spell. Any area of effect spells in the form of a line or cone is also reflected, originating from the Leviathan and targeting the spell's origin point. This does not apply to the wish spell.

Amphibious. The Leviathan can breathe air and water.

Crushing Depths. Any creature that starts its turn in the Leviathan's space must succeed on a DC 22 Strength saving throw or be pushed 15 feet out of its space and take 3d6 Bludgeoning damage from the extreme water pressure.

Actions

Multiattack (Leviathan). The Leviathan makes three Tentacle Lash attacks. (This represents the multi-headed/appendage nature you requested).

Tentacle Lash. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) Bludgeoning damage plus 24 (7d6) Cold damage. The target must succeed on a DC 22 Constitution saving throw or be Restrained (escape DC 22). The Leviathan can have up to four creatures restrained at a time.

Vortex of the Primordial (Recharge 5–6). The Leviathan transforms into a massive whirlpool of abyssal water, centered on itself, with a 60-foot radius and 100-foot height. Each creature in the area must make a DC 22 Strength saving throw.

  • Fail: A creature takes 10d10 Bludgeoning damage and is sucked into the center of the vortex, ending up in the Leviathan's space.

  • Success: A creature takes half damage and is pushed 30 feet away from the center. The vortex lasts until the start of the Leviathan's next turn. While active, the area is heavily obscured.

Bonus Actions

Flowing Reshape. The Leviathan fluidly shifts its form. It can take the Disengage or Dash action. While Dashing, its movement does not provoke opportunity attacks.

Water Shroud. The Leviathan can attempt to grapple one creature that is already Restrained by its Tentacle Lash. The target must succeed on a DC 22 Strength saving throw or become Grappled. A creature that is Grappled and Restrained by the Leviathan begins to Suffocate.

Reactions

Tidal Retort. When a creature within 30 feet hits the Leviathan with a melee attack, the Leviathan can use its reaction to lash out with a burst of water. The attacking creature must make a DC 22 Strength saving throw. On a failed save, the creature is pushed 15 feet away from the Leviathan and knocked Prone.

Legendary Actions

The Abyssal 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.

  • Move. The Leviathan moves up to half its speed.

  • Abyssal Gaze (Costs 1 Action). One creature within 60 feet that the Leviathan can see must succeed on a DC 22 Wisdom saving throw or be Frightened until the end of its next turn.

  • Brine Spout (Costs 2 Actions). The Leviathan fires a jet of caustic, salt-laced water in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 22 Dexterity saving throw, taking 6d6 Acid damage on a failed save, or half as much damage on a successful one.

Description

📜 Lore: The Primal Water Elemental, Ultimate Guardian of Poseiran

 

The entity known as the Primal Water Elemental is not a natural spawn of the deep, but an artificial, living anchor of the abyssal plane. It is a being of such magnitude that its very existence guarantees the safety of Poseiran, The Under Kingdom.

 

Origin: The Forge of Calamity

 

The Elemental was forged in the aftermath of the Oceanic Drought, a cataclysm that nearly extinguished all life. To reverse the devastation, the Tier I Primordial God Leviathan, the titanic ruler of Poseiran, was forced to collaborate with the enigmatic power known as the Sea Calamity.

This colossal elemental creature is the physical embodiment of their combined, desperate power. While Leviathan focused on the greater, ecological restoration of the seas, the Primal Water Elemental was created to become the immovable Abyssal Anchor—a singularity of elemental force that stabilized the realm and prevented a second collapse.

 

Role: The Unwavering Bulwark

 

The Elemental's existence allows Leviathan to focus on the long-term governance and healing of the world. The Primal Elemental’s primary function is to serve as the Ultimate Guardian of the deep trenches below The Princess's Seat and the surrounding underwater civilization. It is a symbol of reassurance for Poseiran's citizens and an insurmountable warning to any external threat. It rarely surfaces, its titanic presence being a force felt rather than seen.

 

The Abyssal Domain

 

The Elemental's home and battleground is its Abyssal Domain, which is a permanent warping of the deep trenches. This domain is a remnant of the traumatic process of its creation, permanently manifesting the brutal, yet life-sustaining, conditions of the primordial depths.

  • Crushing Depths: The constant, life-threatening pressure (Crushing Abyss and the ability's namesake) is a deliberate mechanism to enforce a natural barrier around the heart of Poseiran. Only creatures specifically adapted or magically protected can withstand the Elemental's territory.

  • Eternal Watch: Its Innate Immortality and near-absolute immunity reflect the unwavering commitment of its creators. Its body cannot be permanently destroyed by conventional means, ensuring that the guardian and its domain will exist for as long as the Under Kingdom itself requires protection.

Lair and Lair Actions

Abyssal Domain (Lair Actions and Regional Effects)

 

The Abyssal Leviathan's presence bends the environment of the deep trenches into a perilous domain of crushing pressure and abyssal power.

 

Regional Effects (Aura of the Deep)

 

The region within a 6-mile radius of the Abyssal Leviathan is altered by its powerful presence. These effects dissipate 2d10 hours after the Leviathan is destroyed.

  1. Crushing Abyss. The natural water pressure is amplified. Any non-Elemental, non-Construct, or non-aquatic creature that starts its turn in the water takes 3d6 Bludgeoning damage from the pressure.

  2. Abyssal Gloom. All water within 3 miles of the Leviathan becomes chillingly cold and unnaturally dark. The water is considered lightly obscured up to a range of 60 feet, and heavily obscured beyond that range.

  3.  Sense Life. The Leviathan can sense the exact location of any living, non-Construct creature within 1 mile of it, allowing it to act as the ultimate guardian of the deepest trenches of Poseiran.

     
  4.  Whispers of the Sea. Aquatic creatures feel an unnatural sense of reverence and terror towards the Leviathan, reflecting the dual nature of the ocean in Poseiran (calming yet demanding deep respect). They have disadvantage on saving throws against the Leviathan's Abyssal Gaze.

     

 

Lair Actions (Domain Expansion)

 

On initiative count 20 (losing initiative ties), the Leviathan can take one lair action to unleash an effect from its domain.

  1. Geothermal Blast. The Leviathan causes a hydrothermal vent to erupt at a point within 120 feet. Each creature in a 15-foot radius sphere centered on that point must make a DC 22 Constitution saving throw. On a failed save, a creature takes 4d8 Fire damage and 4d8 Acid damage (from the superheated, caustic brine), or half as much damage on a successful one.

  2. Rending Current. The Leviathan violently alters the flow of water. It chooses up to three creatures within 60 feet. Each target must succeed on a DC 22 Strength saving throw or be pulled up to 30 feet in a direction of the Leviathan's choice (including into a different opponent's space).

  3. Pressure Wave. The Leviathan emits a focused wave of debilitating sonic pressure. All creatures within 30 feet must succeed on a DC 22 Wisdom saving throw or take 3d6 Thunder damage and be unable to take reactions until the start of their next turn.

SurgDexil

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