Library / Bestiary

Astral Leviathan

CR 18.00 Outsider N Colossal
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.

STR
35
DEX
14
CON
31
INT
6
WIS
15
CHA
14
HP
310 (20d10+200); regeneration 5 (acid and fire)
AC
34, touch 4, flat-footed 32 (+2 Dex, +30 natural, –8 size)
Speed
fly 90 ft. (average)
Init
+6
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.
BAB
+20
CMB
+40 (+42 bull rush, +44 grapple)
CMD
52 (54 vs. bull rush, can't be tripped)
Fort
+24
Ref
+8
Will
+16
DR
10/adamantine

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)

Blind-Fight from Feat

<p class="stat-block-1"> 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.</p><p class="stat-block-2">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.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Cleave from Feat

<p class="stat-block-1"> 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 &ndash;2 penalty to your Armor Class until your next turn.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> 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.</p>

Great Fortitude from Feat

<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>

Improved Bull Rush from Feat

<p class="stat-block-1"> 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.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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.</p>

Skill Focus from Feat

<p class="stat-block-1"> 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.</p>

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
Sources Used in This Record
11 House/Core
  • Uses feat: Blind-Fight (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Fortitude (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Bull Rush (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dimension Door (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.