Behemoths

A massive territorial and aggressive creature that travels in small pods.

Behemoths

Level 9 Entry

Giant-Huge - Mammalian - Quadruped

Information

Behemoths are a type of Mega-Fauna from a Realm where many such creatures exist.

They are Mammalian Quadrupeds with muscular wide set bodies, thick stony hides and powerful limbs that end with broad, 3 clawed, flat bottomed feet. They have large ears, a massive mouth where their deadly tusks are housed and a wide flat nose with two oversized nostrils. Their skin tends to be pale gray with lichen and moss growing on it in patches.

They are Omnivores with a ravenous appetite due in part to their tremendous size. An adult female Behemoth can reach heights of over 5 Meters tall at the shoulder and weights of nearly 4 tons. They are surprisingly fast for their size and are responsible for more annual mortal fatalities than any other species from their realm.

Behavior

Behemoths are massive, strong, fast, intelligent, aggressive, territorial and moody, which is a deadly combination.

They typically travel in Pods of 3-6, 1-2 of which are usually infantile, roaming massive territories between rivers, lakes and streams; hunting, fishing and foraging as they travel. They fiercely protect this territory from anything they perceive to be a threat to their way of life. This includes; large predators, invasive species, bipeds and other megafauna. Due to this behavior the territories of Behemoths tend to be ecologically balanced and devoid of any predators or creatures that, other than the behemoths, are a threat to mortals. Behemoths have been known to follow and track invaders to their territory once any trace of their presence has been detected.

Their cunning is not to be underestimated, when food is scarce they have been known to gently beg for food from villages and towns near their territories only to later raid them once they have gotten a lay of the land and defenses. Behemoths are unafraid of fire, unlike most creatures unfamiliar with its use.

Stats

STR CON DEX INT WIS CHA
18 18 10 16 12 6
4 4 0 3 1 -2
Size Giant
Movement 9 Meters Walking
Attack Modifier +8
AC 16
HP 88
Armor 22
Domain Rivers, Lakes, Coasts, Jungles, Swamps, Meadows, Prairiers
Native Realm W

Traits

Multi-Strike

The creature can attack multiple times in rapid succession.

Effect: The creature is considered to possess a total of 2 Melee Attack Actions per turn.

Damage Resist III

The creature reduces all incoming damage by 3 per source of damage.

Beastly Hide II

The Creature Possesses an Unnaturally Thick hide that acts like Fine Armor, protecting it from harm.

Effect: +6 AC, + 22 Armor Points and -1 DEX.

Walking Movement

The creature possesses long strong legs and primarily moves by walking.

Effect: The Creature can walk a distance equal to its Movement speed per Movement it uses.

Tough Skinned

Effect: The Creature is Resistant to Slash Damage.

Fatty Tissue

Effect: The Creature is Resistant to Puncture Damage.

Heavy

Effect: The creature is particularly dense and heavy and Reduces Forced Movement on itself by ½ .

Healthy

Effect: The Creature’s Maximum HP is increased by +5 and +1 per level it gains above level 1.

Intelligent

Effect: The Creature’s Intellect Score is Increased by +2.

Mighty III

Effect: The Creatures Strength Score is Increased by +6

Abilities

Bite V

The Creature possesses a Devastating Bite Attack.

Action: Melee Attack Action

Range: Adjacent

Damage: 4d4 + STR Modifier Slash or Puncture Damage

Goring Strike II

Action(s): Melee Attack Action

Range: Melee(2 Meters)

Damage: 2d4 + STR Modifier Puncture Damage

Goring Charge II

Action(s): Melee Attack Action + Movement

Range: Movement Distance + 1 Meters(10 Meters)

Damage: 2d6 + STR Modifier Puncture Damage

Hit Effect: Target Creature is Knocked Prone.

Trample II

The Creature is capable of heavily trampling smaller creatures.

Action: Movement

Range: Movement Distance - 2(7 Meters).

Damage: 4d6 Blunt Damage

Effect: When this Creature Moves through their occupied Tile(s), Creatures 2 or more size categories smaller than this creature must pass a DC 14 DEX Saving Throw, or be dealt the Damage from this Ability. Prone creatures have Disadvantage on this Saving Throw.

Levels

Stat adjustments for more or less powerful versions of the same entry.

Creature Level Stat Adjustments
4 Trample I, Goring Charge I, Goring Strike I, Bite IV, Mighty I, Beastly Hide I
5 Trample I, Goring Charge II, Goring Strike I, Bite IV, Mighty II, Beastly Hide II
6 Trample II, Goring Charge II, Goring Strike II, Bite IV, Mighty II, Beastly Hide II
9 None
12 Trample III, Goring Charge III, Goring Strike III, Bite V, Mighty III, Beastly Hide III
15 Trample IV, Goring Charge IV, Goring Strike IV, Bite V, Mighty IV, Beastly Hide IV
20 Trample V, Goring Charge V, Goring Strike V, Bite V, Mighty V, Beastly Hide V, Damage Resist II
24 Trample V, Goring Charge V, Goring Strike V, Bite V, Mighty V, Beastly Hide V, Damage Resist III