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