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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 6 | -2 | -d3 |
| Sense | 22 | +6 | d12 |
| Heart | 16 | +3 | d6 |
| Cunning | 18 | +4 | d8 |
| Fate | 20 | +5 | d10 |
Passives
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.
Conductivity
Its waterlogged bulk conducts electricity. It takes 1 extra damage from lightning.
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
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.
Tidal Wave
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.