Behemoths

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

Behemoths

Level 18 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.

Tactics

Behemoth's are extremely aggressive and territorial. According to legend, there are only two ways an encounter end with a Behemoth can end; The behemoth kills the intruder and spreads their entrails as a warning, or the intruder leaves the behemoth's territory. The third option is to battle with a behemoth. They are extremely aggressive and relentless in battle. Their extreme bulk and resistances to pain allow them to shrug off most attacks from conventional weapons. They will typically engage the intruder(s) by opening with a goring charge and then proceed to trample the creature. If it still lives, the behemoth may attempt to use its bite attack to finish the job. If a creature is further away the behemoth can always charge them or the cover they are using using their Destructive Trait.

Stats

STR CON DEX INT WIS CHA
22 22 10 10 14 2
6 6 0 0 2 -4
Size Huge
Movement 9 Meters Walking
Attack Modifier +9
AC 16
HP 188
Armor 22
Domain Rivers, Lakes, Coasts, Jungles, Swamps, Meadows, Prairiers
Native Realm W

Traits

Destructive

The creature is capable of destroying structures and buildings with ease due to its immense size or abilities.

Effect: This creatures attacks ignore the standard damage resistances offered to buildings and structures.

In addition, the creature deals an additional 10 damage of the same type when targeting buildings and structures with its attacks.

Bulk

The creature’s massive weight allows it to deal more damage with every strike.

Effect: Add 5 to all Melee and Thrown Attack Damage Rolls.

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

Effect: 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

Fearsome Bellow III

A roar so loud and intimidating it can cause those around to freeze in fear or outright flee.

Action: Motion

ARP Cost: 1 Stamina or Might

Range: 3 Meter Blast

Effect: All non-ally creatures within Range must Roll a Constitution Saving Throw. The DC is 18.

Fail: Creatures that Fail the Saving Throw are dealt 1d10+6 Nonlethal Psychic Damage and suffer from the Frightened Condition until the end of their next turn. Creatures that have a modified saving throw roll result of 5 or lower suffer from the Fleeing Condition until the end of their next turn.

Pass: Creatures that Pass the Saving throw are dealt half the damage above and are otherwise unaffected.

Special: Hearing protection and silencing effects negate this ability.

Bite V

A Devastating Bite Attack.

Action: Melee Attack Action

Range: Adjacent

Damage: 4d6+11 Slash or Puncture Damage

Goring Strike II

A ramming strike that deals significant damage.

Action(s): Melee Attack Action

Range: Melee(2 Meters)

Damage: 2d8+11 Puncture Damage

Goring Charge II

A ramming charge that can easily knock creatures prone.

Action(s): Melee Attack Action + Movement

Range: Movement Distance + 1 Meters(10 Meters)

Damage: 2d6+11 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+5 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.