KING
Leviathan

Leviathan

Monstrosity · Crown of Pride

T5d12Sovereign

Primordial sea serpent of unfathomable size, leviathans create storms with their passage, worshipped as gods by coastal peoples.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 8 / Vitality 30  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC148 base + 6 Sense
Vigor8Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit16+Cunning 18
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind6-2-d3
Sense22+6d12
Heart16+3d6
Cunning18+4d8
Fate20+5d10

Passives

Passive

Titanic

The leviathan fills a 60 ft space, breathes only water, and cannot be grabbed, restrained, or knocked prone. A permanent storm churns for a mile around it.

Passive

Conductivity

Its waterlogged bulk conducts electricity. It takes 1 extra damage from lightning.

Passive

Dragging Jaws

A creature the leviathan damages with its bite is also grabbed. It can hold up to 3 creatures in its jaws at once.

Maneuvers

Maneuver

Swallow

The leviathan gulps down a creature it has grabbed. The swallowed creature is blinded and restrained, takes 1 Vigor damage at the start of each of its turns, and is only freed if it damages the leviathan from inside or the beast is slain.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Tidal Wave

Telegraph · disrupt d6 · Body save

The leviathan heaves a mountain of water over everything within 100 ft. Each creature there makes a Body save (DC 19) or takes 5 damage, is swept 50 ft, and is knocked prone; on a success it takes 1 Vigor damage. Ships in the wave capsize.

Tactics

GM tactics

Ancient and nearly mindless with age. Destroys ships and coastal settlements when disturbed. Capsizes hulls with Tidal Wave, then swallows the survivors. Can only be negotiated with through powerful magic or divine intervention.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.