Leviathan, Prince of Stygia
Leviathan rules the frozen Fifth Perdition through secrecy, psionic domination, altered memory and the deliberate cultivation of ignorance. He is the restored Lord of Stygia, one of the ancient powers of organised Hell and among the most formidable telepaths in the infernal state.
His enormous body remains sealed within the great iceberg beside Tantlin, yet imprisonment has never reduced him to political irrelevance. Leviathan sees through servants, speaks through minds, rewrites recollection and reaches far beyond the ice imprisoning his flesh. To the Prince of Stygia, ignorance is not the absence of knowledge. It is an instrument of government.
The Two Faces of Leviathan
Leviathan has worn innumerable identities, but two bodies recur so consistently that infernal records treat them as his principal forms. Neither is merely an illusion. Through the ability known as Eternal Traitor, the shape Leviathan assumes becomes his actual current body and is extraordinarily difficult to expose as a transformation.
The Eternal Traitor
In his favoured smaller body Leviathan stands approximately twelve feet tall. He resembles a powerful malefircarim with black-grey scaled flesh, broad webbed claws, an aquatic fluke-like tail and enormous black eyes that never appear to blink.
This is the body of the conspirator, diplomat, tempter and infernal prince. It allows Leviathan to walk through courts, fortresses, ships and mortal structures that could never accommodate his gigantic aquatic body.
Combat profile: Large. Full psionics, spellcasting, supernatural memory powers and Lord abilities remain available. Prince Form does not gain the colossal body’s Swallow Whole, Improved Grab, Sealed Scales or Vapor of Oblivion.
The Lord of Oblivion
Leviathan’s most infamous body is approximately one hundred and eighty feet long. A smooth bullet-shaped head bears glittering black eyes and nine ranks of razor teeth. Smoke continually pours from recessed nostrils.
An immense humanoid upper torso rises from a whale-like lower body. Titanic webbed claws project from his sides, while the body terminates in a colossal spiked tail. Black and grey scales lock together like plates of infernal adamant.
Combat profile: Gargantuan in modern rules and Colossal in 3.5e. This body gains the enlarged bite, Improved Grab, Swallow Whole, immense reach, Sealed Scales, Vapor of Oblivion and Leviathan’s exceptional defence against mind-affecting powers.
Leviathan at the Table
The D&D 3.5e creature remains the mechanical master. Pathfinder 1e and D&D 5.5e / 2024 translate the same Leviathan rather than replacing him with unrelated versions. The two principal bodies, 75th-level telepathy, memory destruction, imprisonment, Diadem of Amnesia and territorial Lordship are retained across all three systems.
Leviathan
Large or Gargantuan Fiend (Devil), Lawful Evil
Armor Class 30 (infernal natural armor)
Hit Points 1,677 (78d12 + 1,170)
Speed 120 ft., Fly 250 ft. (Hover), Swim 120 ft.; Swim 180 ft. in Leviathan Form
Saving Throws Str +27, Dex +17, Con +26, Int +26, Wis +21, Cha +25
Skills Arcana +26, Deception +36, Insight +32, Intimidation +25, Perception +32, Persuasion +36
Damage Resistances Acid, Cold; Bludgeoning, Piercing and Slashing from attacks that are neither silvered nor made with an artifact
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 500 ft., Passive Perception 42
Languages All; Telepathy 1,000 ft.
Challenge 39 (SpiralWorlds epic)
Proficiency Bonus +11
Traits
A creature that succeeds on this saving throw is immune to Leviathan’s Aura of Hell for 24 hours.
This territorial rank is not divine status and does not make Leviathan a sovereign equal to Asmodeus.
Leviathan can assume the appearance of creatures he has observed or can convincingly imagine. Cosmic abilities specifically capable of penetrating concealed identity may still recognise him.
An assumed identity other than his two principal combat forms normally uses the Prince Form combat profile unless the GM determines that the assumed anatomy requires the Leviathan Form profile. No assumed shape ever creates another Hit Point total.
Form Profiles
He is immune to effects whose special function depends upon severing his head or otherwise killing him through decapitation.
Actions
Prince Form Attacks
Leviathan Form Attacks
If the target is Huge or smaller, it is Grappled (escape DC 34) and Restrained while Grappled in this way.
A Huge or smaller target must succeed on a DC 34 Strength saving throw or be hurled up to 60 feet and fall Prone.
The swallowed creature is Blinded and Restrained, has Total Cover against effects originating outside Leviathan and takes 55 (10d10) Bludgeoning damage plus 66 (12d10) Psychic damage at the start of each of Leviathan’s turns.
At the same time the creature must succeed on a DC 34 Intelligence saving throw or become Memory-Scoured.
If Leviathan takes 75 or more damage during one turn from creatures inside him, he must succeed on a DC 30 Constitution saving throw or regurgitate every swallowed creature, which falls Prone within 30 feet.
Each creature in the line makes a DC 34 Dexterity saving throw, taking 65 (10d12) Cold damage plus 65 (10d12) Necrotic damage on a failure, or half as much on a success.
The area remains for 1 minute and is Heavily Obscured. When a creature first enters a cube on a turn or starts its turn there, it makes a DC 34 Intelligence saving throw.
On a failure it takes 66 (12d10) Psychic damage and becomes Memory-Scoured. On a success it takes half damage.
A Memory-Scoured creature has Disadvantage on Intelligence, Wisdom and Charisma ability checks. Each additional failed save against Confer Ignorance allows Leviathan to suppress one skill proficiency, tool proficiency, language, prepared spell or other distinct learned capability that he knows the creature possesses.
A suppressed capability returns after a Long Rest. Greater Restoration restores one suppressed capability; Wish or Psychic Chirurgery restores them all.
- Touch: the creature cannot make Opportunity Attacks and has Disadvantage on Dexterity saving throws.
- Sight: the creature is Blinded.
- Hearing: the creature is Deafened.
- Smell: scent-based perception automatically fails.
- Taste: if all five senses have been subverted, the creature is Incapacitated, its Speed is 0 and it perceives only the sensory reality supplied by Leviathan.
The suppressed senses do not return merely because combat ends. Greater Restoration restores one suppressed sense. Wish, Psychic Chirurgery or comparable epic intervention restores all suppressed senses.
True Seeing does not automatically defeat Subvert the Senses because Leviathan alters the victim’s sensory input rather than projecting an external illusion.
Witness Erasure. Leviathan erases or alters up to five hours of one creature’s memories, or distributes a total of five hours among any number of creatures that witnessed the same event. An unwilling creature makes a DC 34 Wisdom saving throw.
Supplicant’s Forgetting. A willing creature may allow Leviathan to remove up to five separate events from its own memory. Ordinary divination cannot recover the removed recollections.
A creature accepting this service becomes psychically vulnerable to Leviathan. Until the curse is removed, it has Disadvantage on saving throws against Leviathan and creatures directly acting as his vessels.
Once each week Leviathan may force the client to make a DC 34 Wisdom saving throw. On a failure, the victim is compelled to recreate the essential moral or practical circumstances of one event Leviathan removed, insofar as such repetition is possible.
Strip the Memory never grants Leviathan automatic ownership of a soul. A soul becomes subject to an infernal claim only if an actual bargain, oath, pledge, supernatural lien or other recognised instrument creates that claim.
The called devils appear in legal unoccupied spaces Leviathan can perceive and act immediately after him.
Spellcasting
Leviathan casts spells using Intelligence (spell save DC 34, +26 to hit with spell attacks). He requires no material components.
Spell reference: Sorcerer/Wizard Spells. Individual spell names are linked only where a dedicated SpiralWorlds spell page is verified.
- At will: Animate Dead, Baleful Polymorph, Blasphemy, Charm Monster, Deeper Darkness, Delayed Blast Fireball, Detect Chaos, Detect Good, Detect Magic, Dominate Monster , Flame Strike, Greater Dispel Magic, Greater Invisibility , Greater Teleport , Mass Hold Monster, Mirage Arcana , Persistent Image, Power Word Stun, Restoration, Resurrection, Suggestion , Symbol of Pain, Unhallow , Unholy Aura and Wall of Fire.
- 3/day each: Command , Destruction, Dominate Person, Enthrall, Fire Storm, Geas/Quest , Greater Command, Greater Restoration, Mass Suggestion , Meteor Swarm and True Resurrection.
- 1/day each: Mind Blank, Wish .
Psionic Mastery
Leviathan’s powers are psionic rather than another ordinary spell list. Effects that distinguish psionics from spellcasting treat these abilities accordingly.
On a failure it takes 88 (16d10) Psychic damage and is Stunned until the end of its next turn. On a success it takes half damage and is not Stunned.
A creature attempting to conceal deeper information makes a DC 34 Wisdom saving throw. On a failure, Leviathan may inspect one actual memory, motive, fear, allegiance or piece of information possessed by the creature.
On a failure it takes 55 (10d10) Psychic damage and Leviathan suppresses one language, skill proficiency, prepared spell or similar learned capability for 24 hours. Greater Restoration ends the suppression.
The creature is Incapacitated, has Speed 0 and is unaware of its true surroundings. It repeats the saving throw at the end of each turn, ending the effect on a success.
On a failure Leviathan suppresses one psionic power, spell of 8th level or lower or comparable supernatural mental ability known by the target until it finishes a Long Rest. Wish or Psychic Chirurgery restores it immediately.
On a failure it takes 99 (18d10) Psychic damage plus 99 (18d10) Necrotic damage. On a success it takes half as much. Leviathan regains Hit Points equal to half the damage actually dealt.
Bonus Actions
Current Hit Points, conditions, Legendary Resistance, spell uses, psionic uses and all other resources remain unchanged.
He regains one expended use of Psychic Crush or Mindwipe.
Within Stygia Leviathan may instead grant, suspend or modify a lesser infernal office, licence or territorial permission until superior recognised authority overturns the decree.
Reactions
On a failure, the triggering attack misses as the attacker acts upon a false perception of Leviathan’s location.
Legendary Actions
Leviathan has 5 Legendary Action uses, regaining all expended uses at the start of his turn. He can expend them immediately after another creature’s turn.
- Predatory Motion — 1 Use. Leviathan moves up to half his Speed without provoking Opportunity Attacks.
- Natural Attack — 2 Uses. Leviathan makes one Claw or Tail attack appropriate to his current form.
- Mindwipe — 2 Uses. Leviathan uses Mindwipe if available.
- Swallow — 2 Uses. In Leviathan Form, Leviathan uses Swallow Whole against a creature Grappled by his Bite.
- Subvert the Senses — 2 Uses. One creature already affected by Subvert the Senses makes another DC 34 Wisdom saving throw. On a failure, the next remaining sense is suppressed.
- Hell’s Fire — 3 Uses. Leviathan uses Hell’s Fire.
Leviathan — Pathfinder 1e
CR 67 / MR 10 · LE Colossal outsider (devil, evil, extraplanar, lawful, mythic)
Init +6
Senses blindsight 500 ft., darkvision 60 ft., see in darkness; Perception +91
Aura Aura of Hell 900 ft.
Defense
AC 88, touch 32, flat-footed 82 (-8 size, +6 Dex, +56 natural, +15 deflection, +9 profane)
hp 1,795 (48d10 + 30d6 + 1,326, plus 100 mythic hp)
Fort +58, Ref +47, Will +57
Defensive Abilities abomination traits, Eternal Traitor, The Leviathan; DR 40/anarchic, epic, good and silver, plus 15/— in Leviathan Form; Immune fire, poison; Resist acid 40, cold 40; SR 84; Regeneration 32
Offense
Speed 120 ft., fly 250 ft. (perfect), swim 120 ft.
Melee — Leviathan Form bite +77 (16d8+22), 2 claws +72 (12d6+11), tail +72 (12d8+33)
Space 90 ft.; Reach 45 ft.
Special Attacks Aura of Hell, Call Devils, Confer Ignorance, Hell’s Fire, improved grab, Might of Hell, psionic powers, spell-like abilities, Strip the Memory, Subvert the Senses, swallow whole
Statistics
Base Atk +63; CMB +93; CMD 133
Key Skills Acrobatics +48, Bluff +109, Craft (gemcutting) +96, Diplomacy +113, Disable Device +58, Disguise +97, Intimidate +107, Knowledge (arcana) +99, Knowledge (planes) +99, Knowledge (psionics) +99, Knowledge (religion) +99, Perception +91, Psicraft +120, Sense Motive +91, Spellcraft +77, Swim +82
Mythic Traits
Mythic Rank 10. Leviathan has 10 uses of mythic power per day and a 1d12 surge. Mythic hit points, increased spell resistance, increased natural armour and five +2 mythic ability increases are already incorporated above.
Forms
Current hit points, conditions, mythic power, power points and expended daily abilities do not reset.
Prince Form
Large outsider; AC 95, touch 39, flat-footed 89; Space/Reach 10 ft./10 ft.; CMB +86; CMD 126.
Melee bite +84 (12d8+22), 2 claws +79 (12d6+11), tail +79 (12d8+33).
Prince Form does not possess Swallow Whole, improved grab, the additional DR 15/—, vorpal immunity or concealment supplied by The Leviathan ability.
Leviathan Form
Use the primary statistics above. Leviathan’s bite is treated as one size category larger for damage. He gains DR 15/— in addition to his ordinary damage reduction, immunity to vorpal and comparable decapitation effects, and 20% concealment from the vapor surrounding his body.
For the purpose of resisting mind-affecting effects, the Leviathan Form is treated as Cosmic Rank 20.
Signature Abilities
A creature caught within the effect loses 5,000 XP per round; a successful Will save halves the loss. A Pathfinder campaign not using XP loss may instead impose 2 permanent negative levels on a failed save or 1 on a successful save.
Leviathan may spend a standard action during a round in which memory is destroyed to consume one-fifth of the XP lost. The stolen reserve lasts 1 hour and may be used only to pay XP costs associated with psionic or epic psionic effects.
Leviathan determines sensory origin, line of sight and line of effect for telepathy, Enchantment effects and specifically permitted abilities from the barregon’s position.
The barregon’s actions are subsumed while serving as the vessel. If it is slain, Leviathan must succeed on a Will save against a DC equal to the damage of the killing attack or be stunned for 1d4 rounds.
Alternatively, a willing supplicant may have up to five separate events removed from memory regardless of their individual duration.
Each benefit moves the supplicant one step toward Lawful Evil. Once each week the supplicant takes a –3 penalty on Will saves against Leviathan and his servants and must attempt a Will save against DC 61 or feel compelled to reproduce circumstances comparable to one erased event.
Five or more accepted uses may render the creature Lawful Evil, but this does not itself grant Leviathan ownership of the creature’s soul. A valid infernal claim still requires a bargain, pledge, oath, supernatural lien or another recognised basis.
Leviathan directly supplies replacement perceptions. If all five senses are subverted, the creature is helpless and perceives only Leviathan’s imposed sensory reality.
True seeing does not automatically counter this ability. Leviathan may concentrate as a move action to employ an affected creature as a sensory and psionic conduit in the same manner as Forget the Flesh.
A swallowed creature takes 4d8+11 crushing damage per round and is continuously exposed to Confer Ignorance. Escape requires dealing 50 points of damage to the digestive tract, AC 82.
Pathfinder Psionics
Leviathan manifests as a 75th-level Telepath and has 523 power points per day.
Save DC equals 28 + power level before augmentation and other modifiers.
- 1st: attraction, conceal thoughts, crystal shard, empty mind, psionic charm.
- 2nd: brain lock, concussion blast, id insinuation, read thoughts.
- 3rd: dispel psionics, energy burst, false sensory input, telekinetic force.
- 4th: correspond, mindwipe, psionic modify memory, telekinetic maneuver.
- 5th: catapsi, mind probe, psychic crush, shatter mind blank.
- 6th: aura alteration, co-opt concentration, temporal acceleration.
- 7th: crisis of life, decerebrate, insanity.
- 8th: bend reality, mind seed, recall death.
- 9th: apopsi, assimilate, microcosm, psychic chirurgery, reality revision.
Epic Psionic Powers, up to 9/day: greater epic psionic armor, long arm of the treacher, psionic spell worm and Trojan curse.
Pathfinder Spell-Like Abilities
CL 72nd; concentration +90; save DC 37 + spell level, 38 + spell level for Enchantment.
At will: animate dead, baleful polymorph, blasphemy, charm monster, deeper darkness, delayed blast fireball, detect chaos, detect good, detect magic, dominate monster , flame strike, greater dispel magic, greater invisibility , greater teleport , magic circle against chaos, magic circle against good, mass hold monster, mirage arcana , persistent image, polymorph, power word stun, restoration, resurrection, suggestion , symbol of pain, unhallow , unholy aura, wall of fire.
9/day: command , destruction, dominate person, enthrall, fire storm, geas/quest , greater command, greater restoration, mass suggestion , meteor swarm, monstrous thrall, true domination, true resurrection.
6/day: accursed, hellball, oppress, tyranny.
3/day: damnation, wish .
Leviathan — D&D 3.5e
Colossal Outsider (Abomination, Evil, Extraplanar, Lawful) · Telepath 30
| Symbol | A black viper imprisoned in ice upon a blue inverted triangle |
|---|---|
| Cosmic Rank | 13; 16 in Stygia |
| Hit Dice | 48d8 + 30d4 + 1,248 (1,539 hp) |
| Initiative | +6 |
| Speed | 120 ft.; swim 120 ft.; fly 250 ft. (perfect) |
| Armor Class | 78 (-8 size, +6 Dex, +46 natural, +15 deflection, +9 profane), touch 32, flat-footed 72 |
| Base Attack/Grapple | +63 / +100 |
| Attack | Bite +76 melee (16d8+21); or spell/power +76 melee touch / +61 ranged touch |
| Full Attack | Bite +76 melee (16d8+21), 2 claws +71 melee (12d6+10), tail +71 melee (12d8+31) |
| Space/Reach | 90 ft. / 45 ft. |
| Special Attacks | Aura of Hell, Call Devils, Confer Ignorance, Hell’s Fire, improved grab, Might of Hell, psionic powers, spell-like abilities, Strip the Memory, Subvert the Senses, swallow whole |
| Special Qualities | Abomination traits, blindsight 500 ft., DR 40/anarchic, epic, good and silver, darkvision 60 ft., Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, Eternal Traitor, Forget the Flesh, immunity to fire and poison, Imprisoned, Infernal Nobility, The Leviathan, Lord of the Nine, regeneration 32, resistance to acid 40 and cold 40, see in darkness, SR 74, telepathy 1,000 ft. |
| Saves | Fort +57, Ref +47, Will +56 |
| Abilities | Str 52, Dex 22, Con 42, Int 44, Wis 28, Cha 40 |
| Environment | Stygia, Fifth Perdition of Hell |
| Organization | Unique |
| Challenge Rating | 62 |
| Treasure | Diadem of Amnesia plus quintuple standard |
| Alignment | Lawful Evil |
Skills
Appraise +17 (+25 with gems, +23 with sculptures), Balance +10, Bluff +108, Concentration +97, Craft (gemcutting) +95, Craft (sculpting) +60, Diplomacy +112 (+118 with evil creatures), Disable Device +57, Disguise +96 (+120 when acting in character), Escape Artist +47, Forgery +83, Gather Information +96, Hide +10, Intimidate +106 (+112 against evil creatures), Jump +49, Knowledge (arcana) +98, Knowledge (psionics) +98, Knowledge (religion) +98, Knowledge (the planes) +98, Listen +90, Move Silently +57, Psicraft +119, Search +68, Sense Motive +90, Sleight of Hand +54, Spellcraft +76, Spot +90, Survival +39 (+47 on other planes), Swim +80, Tumble +36, Use Magic Device +56, Use Rope +6.
Rules index: SpiralWorlds Skills Summary. Terms without a verified standalone page remain unlinked.
Feats
Burrowing Power, Corrupt Spell-Like Ability, Craft Universal Item, Dark Speech, Enlarge Power, Greater Psionic Endowment, Iron Will, Overchannel, Persuasive, Power Attack, Psionic Endowment, Psionic Meditation, Quicken Power, Skill Focus (Psicraft), Spell Focus (Enchantment).
Epic Feats: Craft Epic Universal Item, Epic Evil Brand, Epic Manifestation, Epic Psionic Endowment, Epic Psionic Focus ×2, Epic Skill Focus (Bluff), Epic Skill Focus (Psicraft), Epic Will, Focused Metapsionics (Quicken Power), Improved Metapsionics ×2, Multipower, Polyglot, Tenacious Magic (Unhallow).
Rules index: SpiralWorlds Feats. Psionic and legacy feats are left plain where no standalone feat page is verified.
Eternal Traitor — The Two Forms
Leviathan may assume the form of any creature he has seen or can imagine. The assumed body is treated as his actual current form rather than an ordinary illusion. True seeing does not automatically expose another body.
Leviathan retains his own natural armour and underlying natural attack damage regardless of assumed identity. He gains a +16 bonus on Disguise checks while using an identity not commonly recognised as one of his usual forms.
Prince Form
Large Outsider; AC 85 (-1 size, +6 Dex, +46 natural, +15 deflection, +9 profane), touch 39, flat-footed 79; Base Attack/Grapple +63/+88; Space/Reach 10 ft./10 ft.
Attack: bite +83 melee (12d8+21).
Full Attack: bite +83 melee (12d8+21), 2 claws +78 melee (12d6+10), tail +78 melee (12d8+31).
Prince Form retains Leviathan’s psionics, spell-like abilities, Aura of Hell, Confer Ignorance, Strip the Memory, Subvert the Senses, Diabolical abilities and Lord powers.
It does not possess the colossal body’s Improved Grab, Swallow Whole or protections granted by The Leviathan.
Leviathan Form
The primary D&D 3.5e stat block represents the colossal body.
In this form Leviathan’s bite is treated as one size category larger, as though affected by Improved Natural Attack. He gains DR 15/— in addition to his ordinary damage reduction, is immune to vorpal and comparable decapitation effects and gains 20% concealment from the vapor issuing around him.
For resisting mind-affecting powers the Leviathan Form is treated as possessing Cosmic Rank 20.
Aura of Hell
Leviathan’s Aura of Hell affects creatures within 900 feet. Will DC 60 negates.
Call Devils
Nine times per day as a move-equivalent action Leviathan can call one Duke of Hell owing service to him, nine pit fiends or eighteen lesser devils.
Called devils have triple their standard Hit Dice to a maximum of 45 Hit Dice where the original creature rules permit such advancement.
Leviathan can use Call Devils while imprisoned.
Confer Ignorance
Five times per day as a free action Leviathan releases smoke and burning fluid from his head and mouth. Underwater the effect resembles a black ink cloud.
It fills five shapeable 50-foot cubes and lasts 9 rounds. Creatures caught within lose 5,000 XP per round. Will DC 60 halves the loss.
Leviathan can consume destroyed memories as a standard action. He gains one-fifth of the XP destroyed during that round as a temporary reserve usable only to offset XP costs attached to psionic and epic psionic powers. The reserve lasts 1 hour.
Diabolical Empowerment
Leviathan uses his Intelligence modifier in place of Charisma when determining the DCs of his special attacks and special qualities.
Forget the Flesh
A willing barregon can act as a vessel for Leviathan’s mind. Leviathan does not leave the imprisoned body.
Instead he treats the barregon as the origin point for his senses and for determining line of sight and line of effect.
Maintaining the connection requires Concentration as a move-equivalent action each round and subsumes the barregon’s own actions.
If the vessel is slain, Leviathan must make a Will save against a DC equal to the damage dealt by the killing attack or be stunned for 1d4 rounds.
For powers of the Telepathy discipline and effects of the Enchantment school, Leviathan may establish line of sight and line of effect through the vessel despite his imprisonment.
Hell’s Fire
Leviathan may use Hell’s Fire 20 times per day. It forms a 10-foot-wide line extending up to 1,700 feet and deals 20d12 points of diabolical damage. Reflex DC 60 halves.
The manifestation resembles a tsunami of black ice and liquid oblivion.
Improved Grab
In Leviathan Form, if Leviathan hits with his Bite he may immediately attempt to begin a grapple as a free action without provoking an attack of opportunity. If successful he may attempt to Swallow Whole on the following round.
Infernal Nobility
Leviathan possesses Cosmic Rank 13. Within Stygia, and elsewhere in Hell where Asmodeus recognises that territorial authority, he functions at Cosmic Rank 16.
This is a measure of infernal and cosmic authority rather than automatic divine status.
The Might of Hell
Three times per day as a free action Leviathan produces an Unhallow effect across a 1,440-foot radius at caster level 72nd. This ability functions despite his imprisonment.
Psionic Powers
Leviathan manifests powers as a 75th-level Telepath.
Power points/day: 513.
Psionic save DC: 27 + power level before augmentation or other modifiers.
- 1st: attraction, conceal thoughts, crystal shard, empty mind, psionic charm.
- 2nd: brain lock, concussion blast, id insinuation, read thoughts.
- 3rd: dispel psionics, energy burst, false sensory input, telekinetic force.
- 4th: correspond, mindwipe, psionic modify memory, telekinetic maneuver.
- 5th: catapsi, mind probe, psychic crush, shatter mind blank.
- 6th: aura alteration, co-opt concentration, temporal acceleration.
- 7th: crisis of life, decerebrate, insanity.
- 8th: bend reality, mind seed, recall death.
- 9th: apopsi, assimilate, microcosm, psychic chirurgery, reality revision.
Epic Psionic Powers: Leviathan may manifest an epic power up to nine times per day. Known powers include greater epic psionic armor, long arm of the treacher, psionic spell worm and Trojan curse.
Spell-Like Abilities
Caster level 72nd; save DC 36 + spell level, or 37 + spell level for Enchantment.
At will: animate dead, baleful polymorph, blasphemy, charm monster, deeper darkness, delayed blast fireball, detect chaos, detect good, detect magic, dominate monster , flame strike, greater dispel magic, greater invisibility , greater teleport , magic circle against chaos, magic circle against good, mass hold monster, mirage arcana , persistent image, polymorph, power word stun, restoration, resurrection, suggestion , symbol of pain, unhallow , unholy aura, wall of fire.
9/day: command , destruction, dominate person, enthrall, fire storm, geas/quest , greater command, greater restoration, mass suggestion , meteor swarm, monstrous thrall, true domination, true resurrection.
6/day: accursed, hellball, oppress, tyranny.
3/day: damnation, wish .
Strip the Memory
Five times per day Leviathan may offer Strip the Memory, either personally or through a barregon vessel.
Witnesses. Leviathan may erase or alter up to five hours of events from one creature, or a total of five hours divided among any number of creatures provided all witnessed the same event. Will DC 60 resists.
Supplicant. Leviathan may remove up to five separate events, of any length, from a willing supplicant. Ordinary magical investigation cannot recover those memories.
The effect can reproduce the surface benefits of an Atonement effect by erasing the memory upon which certain guilt, compulsion or magical consequences operate. It does not genuinely absolve wrongdoing or cancel an independent contract, debt, oath or supernatural claim.
Each time a creature accepts the boon, it moves one step toward Lawful Evil.
Each week the creature takes a –3 penalty on Will saves against Leviathan and his servants and must make a Will save against DC 60 or become compelled to recreate circumstances comparable to an event that was erased.
Five or more accepted uses may render the client Lawful Evil.
This alignment change does not automatically consign the creature’s soul to Stygia. Leviathan gains an infernal claim only if the bargain, oath, pledge, supernatural lien or another recognised instrument actually creates such a claim.
Subvert the Senses
Five times per day Leviathan may target one creature he can perceive. The creature makes five Will saves against DC 60.
Each failed save suppresses one sense in order: touch, sight, hearing, smell and taste. Leviathan directly replaces the missing sense with perceptions of his choosing.
True seeing and similar effects do not automatically counter the ability because the target’s own sensory process is being manipulated.
If all five senses are subverted, the victim becomes helpless and may be completely unaware of its actual surroundings.
Leviathan may concentrate as a move action on an affected creature and use that creature as a conduit for abilities in the same manner as Forget the Flesh.
Swallow Whole
While in Leviathan Form, Leviathan may swallow a grappled Huge or smaller opponent after a successful grapple check.
A swallowed creature takes 4d8+10 crushing damage each round and is exposed to a continuous Confer Ignorance effect, Will DC 60 for half.
A swallowed creature can cut its way free by dealing 50 points of damage to Leviathan’s digestive tract, AC 72.
The gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small or 512 Tiny or smaller creatures.
Leviathan Imprisoned in the Ice
Imprisonment is not a third form. It is a supernatural encounter state imposed upon Leviathan by Asmodeus.
The prison normally fixes Leviathan in his colossal body at Tantlin. Exceptional summons and direct infernal permission can temporarily permit him to assume Prince Form or manifest partly outside the ice.
D&D 5.5e / 2024 — Imprisoned State
- Leviathan’s Speed becomes 0.
- He cannot make Bite, Claw, Tail or Swallow Whole attacks through the prison.
- He cannot voluntarily teleport or plane travel with the imprisoned body.
- Ordinary physical or magical attacks cannot establish Leviathan’s body as a valid target through the intact prison.
- Telepathy, Spellcasting, Psionic Mastery, Confer Ignorance, Subvert the Senses, Strip the Memory, Call Devils, Diabolical Decree and Might of Hell remain available wherever their targeting requirements can legitimately be satisfied.
- A willing barregon may serve as a remote origin point through Forget the Flesh.
- If a summoning genuinely manifests Leviathan outside the prison, he may use the form permitted by that summoning. When the effect ends he returns to imprisonment unless the prison itself has actually been overturned.
D&D 3.5e — Imprisoned Adjustments
While fully imprisoned Leviathan has Dexterity 0, Speed 0 and no physical attacks.
His Reflex save becomes +36. He uses his Intelligence modifier in place of Dexterity for Initiative and for ranged spell or psionic touch attacks where the prison permits such effects.
His Initiative becomes +17 and his corrected ranged touch attack becomes +72.
The prison cannot be transported by Leviathan’s own teleportation, plane shift or psychoportive abilities. Powerful external summoning and calling effects may nevertheless manifest him elsewhere under their specific terms.
Pathfinder 1e — Imprisoned Adjustments
Dexterity becomes 0 and Speed becomes 0 while the prison fully restrains Leviathan. Physical natural attacks, grapples and Swallow Whole are unavailable.
Psionic, supernatural and spell-like abilities specifically capable of functioning through the prison remain available, and barregon vessels remain valid origins for Forget the Flesh.
Forget the Flesh
Leviathan’s greatest answer to imprisonment is not escape. It is making the prison strategically irrelevant.
Willing barregons can become remote sensory and psychic stations. Through them Leviathan observes conversations, employs telepathy, projects enchantments and directs supernatural abilities whose rules allow a remote origin.
The barregon does not become another Leviathan. It retains its own body, hit points and defences. Destroying the vessel breaks the connection rather than inflicting the vessel’s wounds upon Leviathan’s true body.
The Great Iceberg — Lair Actions
On Initiative count 20 while an encounter occurs within Leviathan’s iceberg, its immediate waters or the memory-saturated passages surrounding the prison, Leviathan chooses one of the following effects. The same effect cannot be used on two consecutive rounds.
- Styx Surge. Black water floods a 60-foot-radius region. Creatures there make a DC 34 Intelligence saving throw or take 44 (8d10) Psychic damage and become Memory-Scoured until the next Initiative count 20.
- Black Ice. Ice erupts around up to three creatures. Each must succeed on a DC 34 Strength saving throw or become Restrained. A restrained creature may use an Action to repeat the save.
- Forgotten Crime. Up to six creatures hear recollections they had tried to bury. Each makes a DC 34 Wisdom saving throw or becomes Frightened until the next Initiative count 20.
- False Passage. Leviathan rewrites perception of a corridor, stairway, doorway or open stretch of ice. Until the next Initiative count 20, creatures other than Leviathan and his servants treat one 60-foot cube as Heavily Obscured.
- Barregon Conduit. One willing barregon within the lair immediately becomes a vessel for Forget the Flesh without requiring Leviathan’s normal action expenditure.
- Frozen Jurisdiction. Unauthorised teleportation and planar travel fail within a selected 120-foot-radius region until the next Initiative count 20.
The Shadow of Leviathan
Leviathan’s imprisonment confines his colossal body, not the pressure of his presence. The Great Iceberg, the harbour of Tantlin and the surrounding reaches of Stygia have absorbed his telepathy, his hunger for memory and his long association with the Styx. These effects are strongest close to the prison and weaken with distance.
- Waters of Forgetting — 13 miles. Natural water, meltwater and ice become psychically sympathetic to the Styx. A non-fiend that drinks untreated water from the region and then finishes a Long Rest must succeed on the regional saving throw or awaken with one minor personal recollection missing, displaced or replaced by an equally minor false detail. This effect cannot remove a proficiency, spell, class feature, identity, major bond or other mechanically significant knowledge. The altered recollection normally returns after the creature’s next Long Rest outside the region.
- The Unremembered Road — 13 miles. Routes resist recollection. A traveller can remember that a place exists and may remember important landmarks, but cannot reliably retrace a complicated route from memory alone once more than 1 hour has passed. Maps, written directions, physical trail markers, tracks and other external records function normally unless separately altered.
- Whispers Beneath the Ice — 6 miles. When an intelligent creature sleeps, Leviathan may establish a one-way telepathic whisper into its dreams. He may speak, ask questions, offer a bargain or present an image or remembered scene. This regional effect does not itself Charm, compel or read the creature’s thoughts, and the dreamer may refuse to answer.
- Black Ice Remembers — 6 miles. Large formations of old ice sometimes retain emotional residue from creatures that passed nearby. A creature that maintains bare physical contact with such ice for 1 minute may experience a brief image, phrase, sensation or emotional impression from a strongly felt event that took place nearby. Leviathan can deliberately seed these impressions with false fragments. A false fragment is not itself a rewritten memory and can be questioned or contradicted by other evidence.
- Eyes of the Eternal Traitor — 6 miles. Snakes, eels, lampreys and similar creatures increasingly develop glossy black eyes and unnaturally quiet behaviour. Leviathan may perceive through one such creature for up to 1 minute at a time, using its ordinary senses. He can maintain only one such viewpoint at once. This does not create line of effect for attacks or powers; a barregon vessel and Forget the Flesh remain necessary for that stronger form of remote manifestation.
- Stygian Silence — 3 miles. Magic, psionics and supernatural divination attempting to investigate memories that Leviathan personally erased, suppressed or altered detect the absence or disturbance but do not automatically reconstruct what was lost. Recovery still follows the restoration rules of Strip the Memory, Subvert the Senses, Confer Ignorance or the Diadem of Amnesia, as appropriate.
- The Frozen Lie — 1 mile. When a written record, carved inscription or displayed image directly contradicts a falsehood Leviathan is actively protecting, frost may spread over the relevant words or details. The record is not destroyed: warming, scraping or otherwise clearing the ice reveals the original evidence. The effect therefore conceals inconvenient records rather than rewriting them.
- The Prince Is Listening — 1 mile. Whenever a creature knowingly speaks Leviathan’s name aloud, Leviathan becomes aware of that creature’s exact location at that moment, unless a cosmic or artifact-level effect specifically blocks his awareness. He may immediately open telepathic communication if range and other restrictions permit. This does not provide continuous tracking after the moment passes.
Persistence of the Region
A temporary summoning, projection or manifestation of Leviathan does not suspend these regional effects. His presence has saturated Tantlin across ages of imprisonment and continues to emanate from the prison while his connection to Stygia remains intact.
If Leviathan is permanently destroyed or permanently removed from Stygia, the effects caused specifically by him begin to fade after 1d10 days and disappear after 30 days. Effects arising independently from the River Styx, Stygia itself or another infernal power remain.
The Diadem of Amnesia
The Diadem of Amnesia is a dark, fist-sized jewel that refuses to gleam even under brilliant light. A chain of innumerable golden links set with ninety-nine pieces of black opal fixes the gem to Leviathan’s brow.
It does not merely conceal memories. It attacks the learned identity constructed from them.
D&D 5.5e / 2024
Artifact, requires attunement.
The attuned bearer is immune to unwilling memory alteration and may prevent telepathy from entering its mind unless it chooses to communicate.
Whenever another creature establishes deliberate direct physical contact with the bearer or direct telepathic contact with the bearer’s mind, that creature must succeed on a DC 34 Intelligence saving throw.
On a failure the creature suffers Absolute Amnesia.
While affected, the victim cannot cast spells, cannot activate class or species features requiring deliberate use, cannot use skill or tool proficiencies and applies only half its Proficiency Bonus, rounded down, to attack rolls and saving throws.
The creature does not recognise people, places, allegiances or the events of its former life and has Disadvantage on Intelligence, Wisdom and Charisma ability checks.
The condition is not removed by a Long Rest. Greater Restoration may restore one lost category of learned capability for 24 hours.
After five weeks the creature repeats the DC 34 Intelligence saving throw. On a success, its memories return over the following five days.
On a failure the amnesia becomes permanent until removed through Wish, Psychic Chirurgery or comparable artifact or cosmic intervention.
Each week spent with a close companion actively reconstructing the victim’s past grants a cumulative +2 bonus on this final saving throw, to a maximum of +10.
Pathfinder 1e
Physical or mental contact with the bearer requires a Will save against DC 61.
Failure removes access to active class abilities, skill ranks, feats and racial abilities requiring deliberate use. The victim applies only half normal base attack and base save bonuses and behaves as a profound amnesiac.
After five weeks the creature attempts another Will save against DC 61. Success restores the victim over five days. Failure reduces the victim to the equivalent of a 1st-level commoner for learned capabilities until sufficient epic restoration is achieved.
D&D 3.5e
Physical or mental contact with the bearer requires a Will save against DC 60.
On a failure the victim loses access to all special class abilities, skill ranks, feats and racial abilities requiring active effort.
The creature applies only half its base attack and base saving throw bonuses, has no recollection of people or previous events and acts as though profoundly confused.
Wish or Miracle restores one level’s worth of class abilities or skill points, one racial ability or one feat per use.
After five weeks the victim makes another Will save against DC 60. Success produces complete recovery over five days. Failure reduces the victim to a 1st-level commoner, or strips class levels from a creature relying upon racial Hit Dice, and permanently erases the former life until sufficient extraordinary restoration occurs.
Each close friend who spends a week deliberately sharing memories with the victim grants a +2 bonus on the final saving throw.
Strip the Memory
Leviathan is frequently summoned not for wealth, victory or forbidden knowledge, but because someone wants evidence to disappear from living minds.
He can erase witnesses, rewrite recollections, remove a client’s own memory of a deed and suppress the psychological or magical consequences that rely upon remembering it.
Infernal Claims
Strip the Memory does not automatically determine the final destination of every creature who benefits from it.
An infernal claim exists where the bargain itself contains a pledge of the soul, infernal allegiance, binding obligation, supernatural lien or another recognised means by which Hell can assert possession.
Leviathan prefers to conceal such terms inside agreements apparently concerned only with secrecy, memory or absolution.
The False Atonement
Leviathan can make a client appear to have escaped the consequences of an act by removing the memory upon which those consequences operate.
This can resemble Atonement from the outside, but it does not constitute genuine restitution, forgiveness or cancellation of an independent contract, oath, debt, curse or claim.
The Government of Ignorance
Leviathan does not believe knowledge is inherently wicked. Knowledge is useful when it belongs to him. His doctrine is aimed at everyone else.
He encourages rulers to divide responsibility until no subordinate feels responsible for the complete act. Orders become narrower. Reports become selective. Archives lose inconvenient pages. Officials learn to ask only the questions necessary to preserve their own position.
This is Leviathan’s ideal order: a hierarchy in which every participant knows enough to obey but too little to understand the entire machine.
He rarely needs a servant to believe an obvious lie. It is usually sufficient to provide a smaller truth and ensure that the rest of the evidence never reaches them.
Lord of the Fifth
Leviathan rules Stygia as one of the territorial Lords of the Nine. His power inside the Fifth is enormous, but Stygia is not an independent sovereign state.
Hell is one infernal dominion divided into nine great jurisdictions.
Leviathan therefore rules beneath Asmodeus , Lord of Nessus and Overlord of Hell.
The Styx
The River Styx is both road and weapon in Stygia. Its waters threaten memory and identity, while ports, patrols and ferries turn the river into one of the major transportation networks of the Fifth.
Leviathan’s connection to the river is exceptionally close. Memories carried through its black waters are a source of fascination, hunger and power to the Lord of Oblivion.
The Barregons
Among Leviathan’s most valuable servants are the barregons , gate devils closely associated with Stygia, infernal waterways and the River Styx.
Their unusual resistance to memory destruction makes them particularly useful to a ruler whose own powers consume recollection and identity.
The Eternal Traitor
Eon XVI — Organised Devil Civilisation
Hell itself is vastly older than the civilisation that later comes to dominate it. Durable infernal institutions emerge much later, as ranks, legions, courts, fortresses and territorial offices begin to survive individual rulers.
Leviathan belongs to the ancient generation of major powers remembered from the early political history of organised Hell.
The Luciferian Settlement
Under Lucifer’s securely remembered infernal regime, Leviathan holds Stygia as Lord of the Fifth beneath the sovereign throne.
Even in the oldest surviving political traditions he is remembered as a conspirator whose alliances rarely survive his ambitions.
The Asmodean Ascendancy
When Asmodeus overthrows the Luciferian regime, Leviathan survives the succession and remains a major infernal power.
His ambition does not disappear with the change of sovereign. Later infernal traditions preserve numerous stories of plots aimed at discovering, stealing or circumventing Asmodeus’s power.
Conflicting Records of Bensozia
Older Stygian accounts claim that Leviathan abducted Bensozia while seeking the secret of Asmodeus’s power, that Geryon betrayed the plot and that Leviathan killed Bensozia before Asmodeus appeared.
The present master chronology does not require every detail of that account to be literal history. What is securely retained is the political outcome: Leviathan loses Stygia, Asmodeus imprisons him and Geryon takes the Fifth.
The Great Fall and Geryon’s Stygia
During the broad political age surrounding the Great Fall, Leviathan is removed from territorial government and sealed within the frozen reaches of Stygia.
Geryon becomes Lord of the Fifth in his place. Leviathan’s physical body is confined, but his telepathy and remote vessels ensure that imprisonment never becomes true political silence.
Dies Irae
The Days of Wrath destroy the previous balance among the Lords. At the decisive confrontation Geryon signals his loyalty to Asmodeus, yet the post-war settlement still removes him from Stygia.
Leviathan returns as Lord of the Fifth.
The restoration is deliberately incomplete. The office returns while the great prison remains. Leviathan therefore governs an entire Perdition while his physical body remains trapped beside its principal port.
The Gathering Darkness
In the present infernal age Leviathan continues to seek greater influence over Hell while remaining beneath the sovereignty of Asmodeus.
His most dangerous campaigns are indirect: erase a record, create a false recollection, compromise an official, acquire a forgotten secret, control a witness and eventually make every survivor believe that the new arrangement has always existed.
Enemies, Rivals and Useful Allies
Asmodeus
Leviathan covets the Serpent’s Throne but does not mistake ambition for equality. Asmodeus is both the sovereign responsible for his confinement and the authority beneath which Leviathan’s restored territorial lordship exists.
Geryon
Geryon is inseparable from Leviathan’s political memory: betrayer, successor, rival and the Lord whose removal after Dies Irae permitted Leviathan to return to the Fifth.
Mephistopheles
Knowledge is power to the Lord of Cania. Forgotten knowledge is power to Leviathan. Their interests therefore collide over information as readily as territory.
Dispater
Both rulers value controlled information and ordered institutions, but Dispater builds power through records and surveillance while Leviathan is perfectly willing to drown the record itself.
Using Leviathan
While Imprisoned
An imprisoned Leviathan encounter should not be run as an ordinary fight against an immobile collection of hit points. His body is inaccessible while the prison remains intact.
Instead he acts through barregon vessels, Call Devils, psionics, altered senses, memory destruction and the environment of Tantlin itself.
Prince Form
Prince Form is Leviathan at his most tactical. He can move through conventional fortresses, ships and chambers while retaining his full telepathy and supernatural powers.
Against dangerous opponents he normally attacks perception before flesh. Subvert the Senses, Mindwipe and Psychic Crush create weaknesses before he commits to direct melee.
Leviathan Form
The colossal body turns a battle into an environmental event. Leviathan prefers deep water, the Styx or another open region where his mass, reach and swimming speed become decisive.
He uses his Bite to seize dangerous enemies, Swallow Whole to isolate targets whose psychic defences have already been damaged and Hell’s Fire to destroy distant formations.
Changing Form
Leviathan changes body because the situation demands it, not because transformation offers another pool of hit points.
If a cramped confrontation opens onto the Styx, he may become the great Leviathan. If opponents retreat into a fortress, he may become the Prince and follow. All wounds and expended resources accompany him.
Summoning Leviathan
Rituals addressed to Leviathan traditionally involve cold water, carved blocks of ice, silver-filled sigils and deliberate acts of memory destruction.
The ritual space must remain cold enough that no carved line softens or melts.
The oldest surviving rites require fifteen humanoids whose memories have already been deliberately erased. Their emptied recollections become sympathetic channels through which the Prince of Stygia can establish contact.
As the invocation nears completion the water darkens and begins to rotate. Cold pressure fills the chamber. A vast shadow moves below the surface before impossible black ice rises through it.
Ordinary Successful Invocation
Most rites do not release Leviathan. He appears as a shadow within the ice, communicates telepathically or projects himself through the water.
Prince Manifestation
Exceptionally powerful summonings can manifest Leviathan’s roughly twelve-foot Prince Form partially or completely outside the prison for the duration of the effect.
Leviathan Manifestation
Rarer still are epic rites capable of manifesting the full colossal Leviathan Form.
Neither manifestation permanently breaks the prison. When the summoning ends, Leviathan returns to Tantlin unless the campaign has genuinely overturned Asmodeus’s imprisonment.
Leviathan in Mortal Art
The name Leviathan carries a much wider body of mythic and literary imagery than the particular infernal being described here. SpiralWorlds retains that inherited maritime imagery while giving the Lord of the Fifth his own cosmological, political and mechanical identity.
Leviathan in Myth and Legend
These external videos are retained as comparative mythological and historical context. They discuss older mortal traditions surrounding the name Leviathan and do not define the identity, history or rules of the SpiralWorlds Lord of Stygia.
What is the Leviathan? and What can it tell us about Ancient Religions?
Trey the Explainer — comparative ancient religion, sea-serpent traditions and the wider mythological background of Leviathan.
What is the Leviathan? — Exploring the Gargantuan Monster of the Sea
Mythology & Fiction Explained — a concise survey of Leviathan, sea-monster traditions and later infernal associations.
Continue Through Hell
Publication Notes
The D&D 3.5e mechanical foundation of this creature descends from The Gates of Hell / Grimoire of Cosmic Entities Volume One, credited on the legacy SpiralWorlds entry to Eli Atkinson, William Church and Serge W. Desir Jr., with the original Leviathan concept credited there to Serge W. Desir Jr.
This SpiralWorlds reconstruction corrects the legacy hit-point total, restores the missing Telepath power-point reserve, separates Prince Form from Leviathan Form, distinguishes both forms from the imprisonment state, adds lair and regional effects around Tantlin, reconciles infernal rank with the current Hell hierarchy and translates the same underlying monster into Pathfinder 1e and D&D 5.5e / 2024.
Where older infernal material conflicts with the current SpiralWorlds master chronology, the present Hell, Stygia, History of Hell and Stratification records control canon.
