Gargantuan Monstrosity, Unaligned
Armor Class 17 Natural Armour
Hit Points 227 (14d20 + 77)
Speed 150 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
6 (-2)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws STR +13, CON +13
Damage Vulnerabilities Thunder
Damage Resistances Acid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Grappled, Prone, Restrained, Stunned
Senses Blindsight 300 ft., Passive Perception 18
Languages Aquan
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Echolocation.  The Leviathan cannot benefit from its Blindsight whilst it is subjected to the Deafened Condition.

Hull-Compromising Mandibles. At the start of its turn, if the Leviathan has a sea vehicle Grappled with its Mandibles, the sea vehicle suffers 29 (4d10 + 7) points of Bludgeoning damage to its Hull.

Innate Spellcasting. The Lusterian Leviathan’s Innate Spellcasting ability is its Wisdom (Spell Save DC16, +8 to hit with Spell Attacks). It can innately cast the following spells, requiring no components:

3/day: Phantasmal Killer.
2/day: Blindspot, Blur.
1/day: Greater Invisibility, Hallucinatory Terrain, Mental Prison.

Legendary Resistance (3/Day). If the Leviathan fails a saving throw it can choose to succeed instead.

Siege Monster. The Leviathan deals double damage to objects and structures.

Thunder Sensitivity. If the Leviathan suffers Thunder damage, it must make a DC25 Constitution saving throw, becoming Deafened for 1 minute on a failed save.

Actions

Multiattack. The Leviathan makes three attacks. One with its Mandibles, one with its Bite, and one with its Tail. It can replace its Mandibles with its Bite if it has an object or creature Grappled with its Mandibles.

Bite. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 23 (3d10 + 7) points of Piercing damage, plus 12 (2d12) points of Acid damage.

Mandibles. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 34 (5d10 + 7) points of Piercing damage, and the target is Grappled (escape DC19) if it is a Gargantuan or smaller creature or vehicle.

Ram. The Leviathan moves in a straight line for at least 100 feet. If it ends this movement adjacent to a creature or sea vehicle, that creature or sea vehicle must make a DC19 Dexterity (if a creature) or Strength (if a sea vehicle) saving throw, suffering 44 (8d10) points of Bludgeoning damage, half on a failed save. A creature that fails this saving throw must also make a DC19 Constitution saving throw. On a failure, that creature is Stunned until the end of its next turn.
 
Tail. The Lusterian Leviathan uses its powerful tail to launch a wave of water in a 50-foot cone, originating from itself. Each creature within the area of effect must make a DC19 Strength saving throw, suffering 22 (4d10) points of Bludgeoning damage, plus 11 (2d10) points of Cold damage, and be pushed up to 10 feet in a straight line away from the Leviathan. On a successful save, a creature suffers half damage and is not pushed away from the Leviathan.

Legendary Actions

The Leviathan can take 5 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.

Bite (Costs 1 Action). The Leviathan makes one attack with its Bite.

Devour (Costs 2 Actions).  If the Leviathan has a creature Grappled with its Mandibles that is Huge or smaller, that creature is swallowed, and the Grapple ends. While swallowed, the creature is Blinded and Restrained, it has total cover against attacks and other effects outside the Leviathan, and it suffers 42 (12d6) points of Acid damage at the start of each of the Leviathan’s turns.

If the Leviathan suffers 30 points of damage or more on a single turn from a creature inside it, the Leviathan must succeed on a DC25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall Prone in a space within 10 feet of the Leviathan. If the Leviathan dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 15 feet of movement, exiting Prone.

Shipquake (Costs 3 Actions). If the Leviathan has a sea vehicle Grappled with its Mandibles, it can use its colossal strength to violently shake the ship from side to side. All creatures on or below deck must make a DC17 Dexterity saving throw, falling Prone on a failed save, suffering 11 (2d10) points of Bludgeoning damage, plus any appropriate fall damage (if any). On a successful save, a creature suffers no damage and is not knocked Prone.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the Lusterian Leviathan takes a lair action to cause one of the following effects. Anapos can’t use the same effect two rounds in a row:


Thunderous Roar. Anapos lets loose a mighty roar that reverberates and echoes around the grotto and propagating through the waters. A creature that can hear Anapos that is within 90 feet of him must make a DC16 Wisdom saving throw, becoming Frightened for 1 minute on a failure. While Frightened in this way, a creature is also Stunned until the end of their next turn. A creature with an available Reaction can choose to drop whatever they are holding and attempt to dampen their ears. Doing so grants them Advantage against this saving throw. A creature can remake the saving throw at the end of each of their turns, ending the Frightened Condition on a success.


Sacrificial Sustenance. Anapos has collected the humanoids and creatures sacrificed to him within his grotto. If Anapos is within his base movement speed of the Corpse Mountain, he can move until he is adjacent to it, at which point he consumes up to 5 Corpses.
The Corpse Mountain has 20 corpses available to Anapos. Anapos regains hitpoints equal to 1d6+7 for each corpse he chooses to consume. 
A creature can target the Corpse Mountain with any attack, or a spell effect that deals Acid, Fire, Force, Lightening, or Thunder damage. For every 10 points of damage dealt to the Corpse Mountain, Anapos loses 1 available Corpse from the Corpse Mountain.

Tides of Minthe. Pools of water within 90 feet of Anapos surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC19 Strength saving throw or be pulled up to 20 feet into the water and knocked Prone.

Rage of the Waves. Water in Anapos’ lair magically becomes a conduit for his rage. Until Anapos again uses one of his Lair Actions, he has Advantage on attack rolls and saving throws, and his attacks critically hit on an 18 or higher, and deal an additional 9 (2d8) points of Psychic damage.

Regional Effects.

The region surrounding Anapos' lair is buffeted with unpredictable weather and strange, arcane phenomena, which creates one or more of the following effects:

- Thunderstorms rage within 6 miles of the lair. Storm clouds obscure the sky, causing the entire region to be considered dim light, and the waters surrounding the lair are wild and rolling, making seaward travel twice as long through the region as it would otherwise take.
- Underground surfaces within 1 mile of the lair are slimy and wet and are difficult terrain.
- Within his lair, Anapos can project illusory sounds, such as soft music and strange echoes. He can control the source of these illusory sounds as he wishes, often using them to disorient and confuse would-be enemies as they traverse his lair.

Previous Versions

Name Date Modified Views Adds Version Actions
7/15/2026 5:24:21 AM
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Habitat: CoastalUnderwater

Hartzy

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