Library / Bestiary

Astral Leviathan

CR 18.00 Outsider N Colossal HD 20
Above this brobdingnagian, whalelike creature's cavernous maw of freakish teeth, multiple eyes peer out in different directions.

An astral leviathan is an immense predator that patrols the silvery void of the Astral Plane in search of food and new experiences. Dangerous if provoked, it is intelligent enough to be reasoned with, though most visitors to that plane mistakenly believe it is just a beast. It requires only a minimal amount of physical food, as it primarily sustains itself on planar energies (particularly those radiating from natural portals to other planes) and invisible streamers of astral dust. Astral leviathans are curious about types of creatures they've never met before and places they haven't visited. Civilized inhabitants of the Astral Plane might befriend, bribe, or tame leviathans, using them as cargo vessels or navigators on journeys to remote locations. More savage races enslave them with enchantments and hooked barbs and use them for the same purpose.

An astral leviathan is approximately 70 feet long and weighs 60 tons.

HP
310 (20d10+200); regeneration 5 (acid and fire)
AC
34, touch 4, flat-footed 32 (+2 Dex, +30 natural, –8 size)
Init
+6
Speed
fly 90 ft. (average)
Fort
+24
Ref
+8
Will
+16
BAB
+20
CMB
+40 (+42 bull rush, +44 grapple)
CMD
52 (54 vs. bull rush, can't be tripped)
Melee
bite +24 (4d6+12/19–20 plus grab), 2 slams +24 (2d8+12), tail slap +19 (4d6+6)
Space
30 ft.
Reach
30 ft.
DR
10/adamantine
str
35
+12
dex
14
+2
con
31
+10
int
6
-2
wis
15
+2
cha
14
+2

Weapons: Martial, Simple

fast swallow

Gulping Tide — An astral leviathan can create a 60-foot cone of roiling astral material, pulling all Large or smaller creatures and objects into its mouth so it can swallow them. Any creature in the area that succeeds at a DC 30 Fortitude save moves up to 60 feet toward the cone's origin; creatures that fail are swallowed. The leviathan can use this ability only once per minute. The save DC is Constitution-based.

swallow whole (4d6+18 damage, AC 25, 31 hp)

Universal Monster Rules

Grab
Grab (bite) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Fast Swallow Ex from Universal Monster Rule
The creature can use its swallow whole ability as a free action at any time during its turn, not just at the start of its turn.
Swallow Whole (4d6+18 damage, AC 25, 31 hp) Ex from Universal Monster Rule
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes the target to take damage each round. The amount and type of damage varies and is given in the swallowing creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.

Special Abilities

Gulping Tide from text
An astral leviathan can create a 60-foot cone of roiling astral material, pulling all Large or smaller creatures and objects into its mouth so it can swallow them. Any creature in the area that succeeds at a DC 30 Fortitude save moves up to 60 feet toward the cone's origin; creatures that fail are swallowed. The leviathan can use this ability only once per minute. The save DC is Constitution-based.

Feats, Traits & Items

Blind-Fight from Feat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort
Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skill Focus (Perception) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus

Fly –6, Intimidate +22, Knowledge (planes) +21, Perception +31, Survival +22

spell-like abilities:
3/day—Dimension Door
Details
Type
Outsider
Alignment
N
Size
Colossal
Environment
any (Astral Plane)
Organization
solitary or pod (2–5 plus 1–2 young)
Treasure
standard
Senses
astral locating, blindsight 180 ft., darkvision 60 ft., low-light vision; Perception +31
Languages
telepathy 30 ft.
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
11 House/Core
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