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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8648686" data-attributes="member: 53176"><p><h3>Leviathan (MToF)</h3><p></p><p>The Leviathan is a CR 20 legendary Water Elemental. While they can be found naturally on the plane of water, the book recommends using them as a summoned creature, brought to the world via a portal or cult activities, and really the latter is where it would best work.</p><p></p><p>To explain this, we should discuss the creature in combat first. The Leviathan has great size, great mobility, and appropriate DPR for the CR. Its most powerful attack has a massive AoE size, but only inflicts the prone condition (Which is handy against fliers, but otherwise a bit lackluster of a control option at this level of the game). And that’s really it. They are, in essence, a big sack of HP type monsters when squaring off against PCs. Even their legendary actions are just move and attack. To make matters worse, they have a built in weakness, where if they take enough cold damage, they suffer disadvantage on their attacks as a speed penalty.</p><p></p><p>To work around this, you should really have the monster rampage against a town or port. They have the Siege Monster ability, meaning they should be smashing ships and buildings. Their Tidal Wave attack deals a huge 90 points of damage (average) against structures, meaning they can almost totally incapacite a ship in one action, or multiple ships if they are close enough together. This is what makes the creature feel dangerous. You will also note that the monster is extremely hard to pin down, due to lots of movespeed, and the ability to fit into a 1’ gap despite being the size of a full grown dragon. Having a summoner actively work on the creature's continued existence in the world gives lower leveled PCs and/or slower PCs a chance to stop the monster without catching up and directly confronting it. Take out the summoner, and you send the Leviathan back home. Bonus points if the Leviathan is in range to speed back across a bay, so they defend their summoner in a few rounds, allowing for a round or two against its brute strength without having to go the full combat against it. Just make sure to back up the summoner with a few more cultists to keep the fight even until the climax.</p><p></p><p>In the changeover, the Leviathan was massively overhauled. Its STR was lowered, bringing down its accuracy. <s>They lost one Slam attack out of their multiattack.</s> The damage on its Slam was raised from 20ish to 34ish, which also ups the damage of their legendary attacks. And the damage on their Tail attack was buffed from 22ish to 29ish. Their Tidal Wave attack was totally reworked. It now no longer has to start from the Leviathan being submerged, they just magically conjure the water from anywhere. Furthermore the duration of the attack was compressed from 5 rounds to 1 round, and instead of moving along the map, slowly getting weaker, it hits the entire area for full damage all at once. Another noticeable change, which may be more of an oversight, is the loss of the Elemental Nature blurb in their text, but not replacing it with the Unusual Nature power. Meaning this Water Elemental needs to breathe air and eat.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8648686, member: 53176"] [HEADING=2]Leviathan (MToF)[/HEADING] The Leviathan is a CR 20 legendary Water Elemental. While they can be found naturally on the plane of water, the book recommends using them as a summoned creature, brought to the world via a portal or cult activities, and really the latter is where it would best work. To explain this, we should discuss the creature in combat first. The Leviathan has great size, great mobility, and appropriate DPR for the CR. Its most powerful attack has a massive AoE size, but only inflicts the prone condition (Which is handy against fliers, but otherwise a bit lackluster of a control option at this level of the game). And that’s really it. They are, in essence, a big sack of HP type monsters when squaring off against PCs. Even their legendary actions are just move and attack. To make matters worse, they have a built in weakness, where if they take enough cold damage, they suffer disadvantage on their attacks as a speed penalty. To work around this, you should really have the monster rampage against a town or port. They have the Siege Monster ability, meaning they should be smashing ships and buildings. Their Tidal Wave attack deals a huge 90 points of damage (average) against structures, meaning they can almost totally incapacite a ship in one action, or multiple ships if they are close enough together. This is what makes the creature feel dangerous. You will also note that the monster is extremely hard to pin down, due to lots of movespeed, and the ability to fit into a 1’ gap despite being the size of a full grown dragon. Having a summoner actively work on the creature's continued existence in the world gives lower leveled PCs and/or slower PCs a chance to stop the monster without catching up and directly confronting it. Take out the summoner, and you send the Leviathan back home. Bonus points if the Leviathan is in range to speed back across a bay, so they defend their summoner in a few rounds, allowing for a round or two against its brute strength without having to go the full combat against it. Just make sure to back up the summoner with a few more cultists to keep the fight even until the climax. In the changeover, the Leviathan was massively overhauled. Its STR was lowered, bringing down its accuracy. [S]They lost one Slam attack out of their multiattack.[/S] The damage on its Slam was raised from 20ish to 34ish, which also ups the damage of their legendary attacks. And the damage on their Tail attack was buffed from 22ish to 29ish. Their Tidal Wave attack was totally reworked. It now no longer has to start from the Leviathan being submerged, they just magically conjure the water from anywhere. Furthermore the duration of the attack was compressed from 5 rounds to 1 round, and instead of moving along the map, slowly getting weaker, it hits the entire area for full damage all at once. Another noticeable change, which may be more of an oversight, is the loss of the Elemental Nature blurb in their text, but not replacing it with the Unusual Nature power. Meaning this Water Elemental needs to breathe air and eat. [/QUOTE]
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