The Leviathan
Boss · Native to the Abyssal Trench
This article is about the creature. For the region, see the Abyssal Trench.
The Leviathan is a boss creature found in the Abyssal Trench. It has 7,800 hitpoints and hits for up to 118, placing it in the top fifty by hitpoints (#32 of 511).
It drops Abyssal Harpoon and 5 other items, and yields 3,400 experience and 3,800 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.
Combat statistics
- HIT POINTS
- 7,800
- DAMAGE
- 118
- DPS
- ~169
- SPEED
- 11 / 24.2
- EXPERIENCE
- 3,400
- COINS
- 3,800
At 0.7 seconds a swing for 118, sustained contact costs roughly 169 health per second. The charge multiplier takes it from 11 to 24.2 while closing.
Behaviour
- Charges
- Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
- Boss
- Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.
- Aquatic
- Bound to water. Fights at full speed submerged and is slowed badly on land.
Drops
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| Abyssal Harpoon | 1 | Always | Weapon |
| Brass Diving Helm | 1 | Always | Armour |
| Brass Diving Suit | 1 | Always | Armour |
| Brass Diving Boots | 1 | Always | Armour |
| Leviathan Oil | 10 | Always | Material |
| Pressure Pearl | 12 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
The Leviathan spawns inside the Abyssal Trench, a region of radius 20 centred on 160, 430. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.5% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.
Others on this spawn table
- Anglerfiend 300 HP
- Trench Horror 380 HP
- Anglerfang 190 HP
Strategy
- Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
- Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
- At 118 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.