A massive sea serpent that effortlessly controls water and rules all who dwell in the oceans. The raging swell of his “Tsunami” is enough to consume even the fiercest of foes.
Leviathan, Lord of the Whorl (CR 15)
TN Gargantuan Outsider (Boss, Primal, Water)
Init +7; Senses Darkvision 60 ft.; Perception +30
AC 27, touch 9; flat-footed 24 (-4 size, +3 dex, +18 natural)
hp 598  (21d12+263)
Fort +23, Ref +15, Will +18
DR 10/-; Immune Water, Trip, Sunder, Bull Rush, Petrify, Stop, Sleep, Immobilize effects except for frozen; Resist Dark 15, Holy 15, Wind 20, Earth 15, Ice 20, Fire 5; SR 26; Strong Fire
Speed 50 ft., Swim 100 ft.
Melee Bite +24 (3d8+10 plus grab and 1d6 water damage) or Slam +24 (3d6+7 plus 1d6 water damage), Tail Slap +19 (2d8+3 plus grab and 1d4 water damage)
Space 20 ft.; Reach 20 ft. (30 ft. with bite and tail slap)
Special Attacks Ferocious Current, Tidal Rush, Submerge, Tsunami, Grand Fall, Whirlpool
Str 25, Dex 16, Con 32, Int 24, Wis 22, Cha 20
Base Atk +21; CMB +32; CMD 45
Feats Awesome Blow, Awesome Charge, Bull Rush Strike, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Power Attack, Quick Bull Rush, Rebuffing Reduction, Toughness, Vital Strike
Skills Acrobatics +27, Diplomacy +29, Escape Artist +28, Heal +30, Intimidate +29, Knowledge (Arcana) +31, Knowledge (Planes) +31, Perception +30, Sense Motive +30, Stealth +27, Swim +32
SQ Float, Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep
Languages Aquan, Common, Sahagin and 7 others
Ferocious Current (Su)
As a standard action, Leviathan summons an air bubble around the head of all targets above deck. This bubble allows them to breath underwater, however, further casts cause the bubble to grow denser to the detriment of those affected. 1 stack gives water breathing and causes water damage to do an additional d4 points of water damage. 2 stacks causes water damage to instead do an additional d6 of water damage. 3 stacks causes all enemies within 120 ft. of Leviathan to receive a slow status effect unless they make a Will Save DC 25. 4 stacks gives water weakness to all enemies within 120 ft. of Leviathan unless they’re immune then they take normal damage from water damage for 1d4 rounds stead. At 5 stacks it resets to 1 stack and grants Water God’s Boon which is a five turn absorb water buff for Leviathan. This is automatically cast as a free action at the start of phase 2.
Tail Whip (Ex)
As a standard action, Leviathan launches a powerful tail slap. If the attack is successful, the attack deals double damage and the target must make a Fortitude save DC 23 or be stunned for 1 round.
Spinning Dive (Ex)
Once 1d4-1 rounds as a standard action, Leviathan adds a spin to its slam attack. He makes a slam attack at a -5 penalty that deals triple damage.
Leviathan can choose to have his own version of the Float (always floating 30 feet into the air) status effect continuously unless unconscious or dead when above water or land. Leviathan also uses his Swim skill to move around in the Sky instead as long as he is always 30 feet or below the ground. This effect cannot be dispelled.
On any turn not following Tidal Rush, Leviathan dives underwater, becoming untargetable and invisible from the ship. The next turn, he uses Tidal Rush.
Tidal Rush (Su)
On a round after Submerge unless not over the water, as a full round action, Leviathan bursts from the water, unleashing a wave, dealing 2d6 water damage, a Reflex save (DC 20 +3 per stack of Ferocious Current) halves this damage. After damage is applied, a bull rush with a bonus of 15 +3 per Ferocious Current stack. In addition, Tidal Rush affects the ship, dealing 5d6 water damage. A successful Profession: Sailor check either halves (DC 23) or negates (DC 31) this damage. Leviathan then makes a bull rush attempt to push the ship away (CMD = Profession: Sailor check).
As a standard action in phase 2, Leviathan awakens a pool of water that immobilizes his target in place within 50 ft. Any creatures within 15 feet-radius of the target take 10d6 points of water damage and are inflicted with Immobilize status effect for 1d6 rounds. All creatures within the area of effect must make a Will save (DC 23) to half the damage and negate the status effect. Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).
Grand Fall (Su)
As a standard action, Leviathan can launch a blast of water as a ranged touch attack roll against a target within 30 feet. If the attack is successful, the target takes 7d6 points of water damage and must make a successful Constitution save (DC 23) or be knocked prone.
Once a day, under 50% health, as a standard action, Leviathan summons a massive wave, dealing 15d6 points of water damage and washing everyone above deck overboard or 30 ft. from Leviathan must make a Reflex Save (DC 23) to take half damage. All combatants are transported to the extradimensional space Leviathan Submerges too, beginning phase 2.