Juvenile Reaper Leviathan (5e Creature)

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Juvenile Reaper Leviathan[edit]

Large monstrosity, unaligned

Armor Class 16
Hit Points 153 (18d10 + 54)
Speed 0 ft., swim 40 ft.

21 (+5) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 1 (-5)

Saving Throws Str +8, Con +6
Skills Perception +6
Damage Vulnerabilities cold, thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses blindsight 60 ft., passive Perception 16
Challenge 7 (2,900 XP)

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

Illumination. The reaper sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Water Breathing. The reaper can breathe only underwater.


Multiattack. The reaper makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the reaper can't bite another target.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.

Shake. If the reaper is grappling a creature, that creature must make a DC 16 Strength saving throw, taking 16 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Reaper leviathans are monsters of the deep and are talked about in legends, though these ones are its children. Not yet fully developed, juvenile reaper leviathans are wild, not knowing anything beyond killing, eating, and surviving. Juvenile reapers tend to stick close towards the surface of the oceans, attacking ships and smaller fish for sustenance.

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