Colossal
The Behemoth is the true epitome of the Monstrosity: a colossal creature with massive
horns, teeth like stalagmites and stalactites, claws as long as glaives, and a hunger
that seems to be insatiable. No one knows its origins or its purpose, but what is
known is that this horror is among the greatest monstrous threats that Sentients know
of, and requires a small army just to be taken down. When any town, settlement, or
city feels the tremble of its footfalls and the echo of its cacophonous roar, prayers
are uttered, precious belongings are packed, and fighters are kissed goodbye – many
for the last time.
Statistics
STR 10
CON 10
AGI 3
DEX 0
INT 0
WIS 1
CHA 5
DEF 45
(Armor 45),
RaDEF 46
Health 615 (30d20 +300)
Damage Resistances Physical, poison
Saves Fort. 10 (+10), Ref. 1.5 (+3), Will. 3 (+5)
Condition Immunities Frightened
Condition Resistances Grappled, paralyzed, sickened, stunned
Speed 8.5m/sec
Action Skills Intimidation 10 (+6), Perception 3 (+1)
Weapon Skills Unarmed 10
Senses Infrared vision, arcane darkvision
Locations Any except air and underground
Passive Abilities
Earthquake. Every time the Behemoth moves, all creatures on the ground within 10
meters of it must succeed on a DR 16 Fort. save or be knocked
prone; structures within this radius
take 4d6 +10 physical damage.
Siege Monster. The Behemoth deals double damage to objects and structures.
Terrifying Presence. All creatures within 30 meters of the Behemoth that are
not allied with it must succeed on a DR 40 Willpower save or be
frightened of the Behemoth for the next
hour, or only 30 minutes on a Partial Success. A creature that succeeds on this save
is immune to this effect for the next 24 hours.
Actions
Fire Breath. Cone (20m), 3s, 10d8+10 burn
damage: creatures that take final damage have a percent chance of
catching fire equal to the total damage
rolled - targets reduced to 0 Health by this attack are killed instantly and
burned to ash; recharges after 3d6 seconds.
Ice Breath. Cone (20m), 3s, 10d8+10 freeze
damage: creatures that take final damage must succeed on a Fort. save against the
total damage rolled or become
paralyzed by the cold for one minute (or
slowed if they get a Partial Success) -
targets reduced to 0 Health by this attack are killed instantly and
petrified in ice; recharges after 3d6 seconds.
Poison Breath. Cone (20m), 3s, 10d8+10 poison
damage: targets that take
>6 final damage from this attack become
sickened for one hour (or for one minute
if they take
<5 final damage) - targets reduced to 0 Health by this attack
die horrible, grisly deaths as they vomit blood and bile until they die; recharges after
3d6 seconds.
Roar. Sphere (30m), 6s, 10d6 +10 sonic damage.
Bite. Melee attack, 1 target, 3s, 10d12 +10 physical damage: if this attack
deals final damage to the target, the target must succeed on a Fort./Ref. save against
the final damage dealt or be
restrained
by the Behemoth.
Claws. Melee attack (Long, 5m), 1 target, 4s, 10d12+10 physical damage.
Horns. Melee attack (Long, 5m), up to 2 targets, 3s, 10d10+10 physical damage.
Tail. Melee attack (Long, 6m), up to 3 targets, 2s, 10d10+10 physical damage:
creatures that take final damage must succeed on a Fort./Ref. save (their choice)
against the total damage rolled or be knocked
prone.
Swallow. The Behemoth attempts to swallow a creature that is being
restrained via its
Bite: that
creature must succeed on a Fort. save against the Behemoth’s STR check or become
blinded,
deafened, and
restrained as the Behemoth forces it
down its throat and into its gut. At the start of each of the swallowed creature’s
turns thereafter, it takes 6d10+10 caustic damage as the Behemoth begins to digest it.
If the Behemoth takes
>181 damage in a single turn, it immediately vomits all
swallowed creatures back up. If the Behemoth dies, any swallowed creatures can take
15 seconds to crawl out of it, exiting
prone.
Tactics
The Behemoth is a thoughtless being of destruction that will attack whatever it sees
until its target is nothing but dust, rubble, or paste.
Treasure
Alchemy Ingredients: Up to 12 Elixir and Poison Ingredients (DR 40: Medicine
or Survival)
Armor Materials: Up to 100 lbs. of Monster Hide and Dragon Scale
(DR 40: Medicine or Survival)