Juvenile Reaper Leviathan (5e Creature)

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Juvenile Reaper Leviathan

Large monstrosity, any chaotic alignment


Armor Class 16
Hit Points 153 (18d10 + 54)
Speed Swim 40 ft


STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 16 (+3) 6 (-2) 4 (-3) 1 (-5)

Saving Throws STR +8, CON +6
Skills Perception +10, Intimidation +6
Damage Vulnerabilities Cold, Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities Stunned, Charmed, Poisoned
Senses passive Perception 16, Blindsight 60 ft
Languages
Challenge 7 (2,900 XP)


Echolocation. If the Reaper is deafened, it cannot use its blindsight.

Aquatic. The Reaper breathes water.

Bioluminescent. The Reaper has disadvantage on Dexterity (Stealth) checks. In addition, if it is Invisible, creatures can make a DC 20 Wisdom (Perception) check to spot it.

Leviathan Class. The Reaper is treated as Huge for the purposes of moving or lifting objects, as well as its model for combat encounters.

ACTIONS

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 5) Piercing damage.

Tail Whip. Melee Weapon Attack: +7 to hit, 10 foot cone. Hit: 10 (1d8 + 5) Bludgeoning damage.

Prehensile Mandibles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 2) Piercing damage. If the target is a creature, it is now grappled (Escape DC 15). Until this grapple ends, the Reaper cannot make a Bite attack or grapple another creature.

Shake. If the Reaper is currently grappling a creature, that creature must make a Strength saving throw (DC 15) or take 16 (4d6) bludgeoning damage, or half as much on a success.


The monsters of the deep, talked about in legends...though these ones are its children. Not yet fully developed, Juvenile Reaper Leviathans are wild, not knowing anything beyond kill, eat, and survive. Juvenile Reapers tend to stick closer towards the surface of the oceans, attacking ships and smaller fish for sustenance.


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