Juvenile Reaper Leviathan (5e Creature)
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Juvenile Reaper Leviathan
Large monstrosity, any chaotic alignment
Saving Throws STR +8, CON +6
Echolocation. If the Reaper is deafened, it cannot use its blindsight.
Aquatic. The Reaper breathes water.
Bioluminescent. The Reaper has disadvantage on Dexterity (Stealth) checks. In addition, if it is Invisible, creatures can make a DC 20 Wisdom (Perception) check to spot it.
Leviathan Class. The Reaper is treated as Huge for the purposes of moving or lifting objects, as well as its model for combat encounters.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 5) Piercing damage.
Tail Whip. Melee Weapon Attack: +7 to hit, 10 foot cone. Hit: 10 (1d8 + 5) Bludgeoning damage.
Prehensile Mandibles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 2) Piercing damage. If the target is a creature, it is now grappled (Escape DC 15). Until this grapple ends, the Reaper cannot make a Bite attack or grapple another creature.
Shake. If the Reaper is currently grappling a creature, that creature must make a Strength saving throw (DC 15) or take 16 (4d6) bludgeoning damage, or half as much on a success.
The monsters of the deep, talked about in legends...though these ones are its children. Not yet fully developed, Juvenile Reaper Leviathans are wild, not knowing anything beyond kill, eat, and survive. Juvenile Reapers tend to stick closer towards the surface of the oceans, attacking ships and smaller fish for sustenance.