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Some quick notes: This creature has some abilities that are best implemented if the DM has Stormwrack. The effects of these abilities have been based largely on the effects of the Sea Fury spell 3.5E conversion by Hugin and I.

Leviathan (Mystaran), Marine

by Jamie Baty

DMR2 69
Colossal Vermin
Hit Dice: 70d8+1056 (1371 hp)
Initiative: +2 (-2 Dex, +4 Improved Initiative)
Speed: swim 60 ft. (12 squares)
Armour Class: 16 (-8 size, -2 Dex, +16 natural), touch 0, flat-footed 16
Base Attack/Grapple: +52/+91
Attack: Bite +68 melee (4d10 +25)
Full Attack: Bite +68 melee (4d10 +25)
Space/Reach: 30 ft.+/20 ft.+
Special Attacks: Engulf, improved grab, swallow whole, tidal wave, whirlpool
Special Qualities: Damage reduction 15/epic, darkvision 60ft., low-light vision, poison immunity, spell/psionic immunity, tremorsense
Saves: Fort +54, Ref +23, Will +26
Abilities: Str 56, Dex 6, Con 40, Int -, Wis 13, Cha 5
Skills: Hide +4*, Intimidate +17, Listen +13, Move Silently +14, Spot +38, Survival +21, Swim +50
Feats: Alertness, Awesome Blow, Blind Fighting, Cleave, Die Hard, Endurance, Swim-by Attack, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Run, Stealthy, Toughness x2, Weapon Focus(Bite), Weapon Specialisation (Bite)
Environment: Any aquatic
Organisation: Solitary
Challenge Rating: 35
Treasure: None
Alignment: Always neutral
Advancement: 71-210 HD (Colossal)
Level Adjustment: -

Leviathans are among the mightiest creatures living on the Prime Material Plane. Travellers who meet a leviathan seldom live to tell the tale. Marine leviathans are longer and sleeker than their desert cousins, reaching lengths of 650 feet. Marine leviathans have huge eyes adapted for the gloom of the depths.
Marine leviathans are sensitive to vibrations in water and generally attack any sizeable creature or ship moving within a quarter mile of their location. When closing on its prey, a marine leviathan creates a huge, dangerous ocean wave.

Combat A marine leviathan likes to attack by simply engulfing a large volume of water and swallowing as many foes as possible in one shot or creating a whirlpool to trap and destroy a ship. It will endeavour to set itself up for opportunities to do this. Otherwise it will bite at foes and swallow them one by one.

Engulf (Ex): Under certain circumstances, a marine leviathan may engulf every foe within a 30ft cube with its huge maw as a standard attack. Victims are entitled to a Reflex save vs the marine leviathan's attack roll. Those that fail the save, automatically suffer bite damage and are immediately swallowed whole (see below). Those that succeed in the save move out of the way, but must spend the next round reorienting themselves in the water.
This ability may only be used at the end of a charge (at least 60ft) by the marine leviathan or if the leviathan achieves surprise by attacking from underneath the surface of the water to be affected.

Improved Grab (Ex): To use this ability, a marine leviathan must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex): A marine leviathan can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d8+34 points of crushing damage plus 15 points of acid damage per round from the leviathan's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A colossal marine leviathan's interior can hold 1 Gargantuan, 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.

Tidal Wave (Ex): If a marine leviathan moves just below the surface of the water, it creates a massive wave of water. The wave is 80ft wide, centred on the leviathan. All creatures, vehicles and non-structural objects hit by the wave are knocked 10-60ft in a random direction and suffer 1d6 points of damage per 10ft thrown and must make a Swim check vs DC 20 or lose all actions for the following round. Creatures that make their swim check take half damage as well.
Any ships in the path of a marine leviathan's wave suffer the following effects:

Hull Damage: 100 points damage divided equally between the vessel's sections hit by the wave.

Man-over-board: Any person on the deck of an affected ship must succeed in a DC 20 balance check or be knocked over and washed 2d6 squares in the direction the wave is headed (if this would send them over the side, they get a DC 17 Reflex save to catch themselves). Failing the balance check by ten or more indicates the victim was automatically knocked overboard. Even if successful on this check, characters may still be affected by the rolling decks and green water (see below).

Ship Control: Huge-sized ships (and smaller) suffer from heavy rolls and heavy surge of green water* (water on the decks) for 2d6 rounds after being hit by the wave. The captain must succeed on a Profession (Sailor) check vs DC 20 or the ship capsizes**. Gargantuan ships suffer from heavy rolls and heavy surge of green water* for 2d4 rounds after being hit. A failed DC20 Profession (Sailor) check causes the ship to capsize if hit broadside or founder** if hit aft or stern. A colossal ship suffers from heavy rolls and light surge of green water* for 2d4 rounds after being hit. The ship founders** if a DC20 Profession (Sailor) check is failed.

*Rolling Deck and Green Water: Please see Stormwrack for how to handle these hazards. If you do not have access to Stormwrack use the following: Characters on the deck of a ship dealing with heavy rolls and heavy green water must make a DC 15 balance skill check each round. If successful, the character may move at 1/3 his normal movement rate. If failed the character may not move or attack (he is holding on for dear life). If failed by ten or more the character is knocked prone, and moved one square in a random direction. Should this push the character overboard, he may make a reflex save vs DC15 to catch himself. A knocked over character may stand up again the following round if she succeeds on the DC15 balance skill check (failure indicates she is moved another square in a random direction.)
Characters dealing with heavy rolls with light green water are treated as above with the following exceptions: The Balance check DC is 10; the movement rate is only reduced to 1/2 normal; and the reflex save DC is 10.

**Foundering/Capsizing: Please see Stormwrack for how to handle these hazards. If you do not have access to Stormwrack use the following: A foundering ship is not under control of the crew. Control may be re-established with a DC15 Profession (Sailor) check. Checks may be reattempted each round with a +1 penalty to DC for each failed attempt. Any attempt that fails by ten or more indicates the ship capsizes. A capsized ship is turned upside down and completely disabled.

Whirlpool (Ex): A marine leviathan can create a huge whirlpool by swimming in a great, head to tail, for three rounds. The resulting vortex is 100 feet wide at the top, 200 feet deep and 50 feet wide at the bottom. Anything caught in it is drawn down to the waiting leviathan. The whirlpool lasts until one round after the leviathan stops swimming in circles to create it.
Swimmers caught in the vortex may swim free of it by succeeding in a DC25 Swim check. This check may be made each round the vortex exists, but each failure cumulatively adds a +2 to the DC of the Swim check. Swimmers in the vortex when it dissipates are located 101-200 ft below the surface of the water and are subject to drowning.
Ships caught in the vortex may break free with a successful DC25 Profession (Sailor) check. Checks may be reattempted each round with a +1 penalty to DC for each failed attempt. Any attempt that fails by ten or more indicates the ship capsizes.
Any ship caught within the vortex when it dissipates is swamped with water causing 101-200 points of damage to the ship (divided equally among the ship sections, sails, and rigging) and any creature on the deck must succeed in a DC20 Balance check or be knocked overboard. A DC25 Profession (Sailor) check will prevent the ship from immediately capsizing (the ship is foundering however).
A foundering ship is not under control of the crew. Control may be re-established with a DC15 Profession (Sailor) check. Checks may be reattempted each round with a +1 penalty to DC for each failed attempt. Any attempt that fails by ten or more indicates the ship capsizes. A capsized ship is turned upside down and completely disabled.

Damage Reduction (Su): A marine leviathan has damage reduction of 15/epic. A marine leviathan's bite is treated as an epic weapon for the purpose of overcoming damage reduction.

Poison Immunity (Ex): Marine leviathans are 100% immune to all poisons and poisonous effects, both natural and magical.

Spell/Psionic Immunity (Ex): Marine leviathans are immune to disintegrate spells and all psionics, spells and spell-like abilities that do not cause direct damage.

Tremorsense (Ex): A marine leviathan is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is in the water 1500ft of its body.

Skills:*While completely underwater, a marine leviathan has a +20 racial bonus to all hide checks opposed by spot checks from those on the water's surface.

Vermin Traits: Vermin are mindless - they have no intelligence score and are immune to all mind-affecting effects. They have no sense of morality and are always neutral. They have 60ft. darkvision and any treasure they possess (which is usually none) consists of the property of former victims.