Kryx RPGThemesMonsters
Leviathan

Leviathan

Gargantuan elemental
Challenge
20

STR
10
DEX
7
CON
10
INT
−4
WIS
4
CHA
3

328
16d20+160
21
Fort
+16
Ref
+14
Will
+9
Damage resistances bludgeoning, piercing, slashing from nonmagical attacks
Damage immunities acid, poison
Condition immunities exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned

Speed 8 m., swim 20 m.
Skills Insight +4 (15), Perception +4 (15), Primal +13 (24)
Senses darkvision 10 m.
Languages Aquan

Legendary Resistance (3/day). If the leviathan fails a saving throw, it can choose to succeed instead.

Maneuvers. The leviathan uses maneuvers (maneuver save DC 24). It has 28 stamina dice which are d8s, a dice limit of 7, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, bonecrush, debilitating crush, disorient, fearsome beast, fountain of blood, hammer through, hammering blow, knockback, spring attack

2 stamina dice: tremoring strike

Partial Freeze. If the leviathan takes 50 cold damage or more during a single turn, it partially freezes; until the end of its next turn, its speeds are reduced to 4 meters, and it makes attack rolls with disadvantage.

Siege Monster. The leviathan deals double damage to objects and structures (included in Tidal Wave).

Spellcasting. The leviathan’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has 9 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 25th-level spellcaster): hydraulic push, shape water

1 mana: aquatic adaptation, create or purify water, desiccate, ebb and flow, fog cloud, liquid body, locate water, rain, slick skin, tidal break, tidal surge, water jet, water whip

2 mana: animate water, aqueous form, control water, drown, horrid wilting, purify, tidal wave, wall of water, water walk, watery sphere

3 mana: maelstrom

Water Form. The leviathan can enter a hostile creature’s space and stop there. It can move through a space as narrow as 2 centimeters wide without squeezing.

Actions (2)

Slam. Melee Weapon Attack: +16 to hit, reach 4 m. Hit: 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) acid damage.

Tail (1/turn). Melee Weapon Attack: +16 to hit, reach 4 m. Hit: 16 (1d12 + 10) bludgeoning damage plus 6 (1d12) acid damage.

Legendary Actions (3)

Only one legendary 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 its speed.

Slam. The leviathan makes one slam attack.

Coastal, Underwatermtof

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack that deals bludgeoning damage in an attempt to crush its skeletal structure. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage in an attempt to debilitate the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking bludgeoning damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage to cause a tremor to ripple out from the creature. Each creature on the ground other than you in a sphere centered on the creature must make a Reflex saving throw.

On a failed save, a creature is knocked prone.