Difference between revisions of "4e:Behemoth"

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(Whiptail Behemoth)
(Whiptail Behemoth)
 
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A behemoth is a gigantic reptilian beast that relies on its size and ferocity to drive off enemies or kill its prey.
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Behemoths were among the first creatures to roam the world. The earth trembles under their heavy steps, and sunshine dims as their leathery winged shapes pass across the sky.
 +
 
 +
At the head of an advancing army, a massive beast towers on legs the size of ancient tree trunks. Opening its mouth, the behemoth releases a terrible bellow as it thunders ahead. Its handlers' whips and spears harry the brute along. Its huge feet leave bloody tracks through trails of broken bodies.
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 +
Troglodytes and hobgoblins use behemoths as war machines and beasts of burden. The ranks of behemoth hunters have swelled as prices for the beasts have climbed. Armies across the world clamor for their own behemoths, and these once rare creatures now appear in conflicts far from their nesting grounds.
 +
 
 +
== Bloodspike Behemoth ==
 +
These ill-tempered behemoths can be trained to pull heavy carts and siege engines, but even domesticated specimens can be difficult to control.
 +
== Macetail Behemoth ==
 +
Wild macetail behemoths aggressively defend their territory, but macetail hatchlings can be domesticated for use as pack animals.
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 +
{{4e/Monster|
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name = Macetail Behemoth|
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level = 7|
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role = Soldier|
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size = Large|
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origin = natural|
 +
type = beast|
 +
brackets = (mount, reptile)|
 +
XP = 300|
 +
init = +8|
 +
perception = +5|
 +
vision = |
 +
HP = 82|
 +
bloodied = 41|
 +
AC = 23|
 +
fort = 23|
 +
reflex = 18|
 +
will = 18|
 +
speed = 5|
 +
attacks =
 +
{{4e/MMHeader|Standard Actions}}
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{{4e/MMAttack|
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range = Basic Melee|
 +
name = Tail Bludgeon|
 +
keywords = |
 +
frequency = At-Will|
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details = ''Attack:'' Reach 2 (one creature); +14 vs. AC.<br>''Hit:'' 1d10 + 6 damage, and the target is marked until the end of the macetail's next turn.|
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}}
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{{4e/MMAttack|
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range = Close|
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name = Tail Sweep|
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keywords = |
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frequency = Recharge|
 +
recharge = {{d6:4}}{{d6:5}}{{d6:6}}|
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details = ''Attack:'' Close burst 1 (creatures in blast); +12 vs. Reflex.<br>''Hit:'' 1d10 + 6 damage, and the target is knocked prone if it is Medium size or smaller.|
 +
}}|
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align = unaligned|
 +
languages = -|
 +
skills = |
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str = 22 (+9)|
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dex = 16 (+6)|
 +
wis = 14 (+5)|
 +
con = 18 (+7)|
 +
int = 2 (-1)|
 +
cha = 6 (+1)|
 +
equipment = |}}
 +
 
 +
== Razorclaw Behemoth ==
  
 
== Skinwing Behemoth ==
 
== Skinwing Behemoth ==
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frequency = Recharge|
 
frequency = Recharge|
 
recharge = {{D6:5}}{{D6:6}}|
 
recharge = {{D6:5}}{{D6:6}}|
details = ''Effect:'' The skinwing flies its speed and uses ''bite'' at any point during the movement. The skinwing does not provoke an opportunity attack from the target when moving away from it.|
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details = ''Requirement:'' The skinwing must be flying.<br>''Effect:'' The skinwing uses flyby attack, and if the attack hits, the skinwing grabs the target of the attack.|
 
}}
 
}}
 
|
 
|
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int = 2 (-1)|
 
int = 2 (-1)|
 
cha = 6 (+1)|
 
cha = 6 (+1)|
 +
equipment = |}}
 +
=== In combat ===
 +
A skinwing behemoth circles on the fringes of a battle, swooping down on the flanks of an enemy force. A skinwing's bite shreds leather and flesh alike. A skinwing uses its claws to seize an enemy and lift it into the sky before dropping the hapless creature in front of the feet of its behemoth allies. Although a skinwing glides with great agility, it is awkward and slow while earthbound. If a skinwing crashes or is forced to land, it does everything in its power to return to the sky, even if doing so means abandoning its rider.
 +
 +
== Spirehorn Behemoth ==
 +
Barbarian chieftains and hobgoblin warmasters yearn to master their own spirehorn behemoths. Dozens of trackers and warriors are lost in vain pursuit of adult spirehorns, which are rumored to be the fiercest behemoths when properly trained. Crafty leaders send thieves among the spirehorns' enormous nests to steal eggs, so they can rear the behemoths from the shell.
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 +
{{4e/Monster|
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name = Spirehorn Behemoth|
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level = 9|
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role = Elite Brute|
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size = Huge|
 +
origin = natural|
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type = beast|
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brackets = (mount, reptile)|
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XP = 800|
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init = +6|
 +
perception = +7|
 +
vision = |
 +
HP = 234|
 +
bloodied = 117|
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AC = 21|
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fort = 23|
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reflex = 19|
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will = 21|
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speed = 6|
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attacks =
 +
{{4e/MMextra|light|Saving Throws|+2; '''Action Points''' 1}}
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{{4e/MMHeader|Traits}}
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{{4e/MMAttack|
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range = |
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name = Beastmaster|
 +
keywords = mount|
 +
frequency = |
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details = While the behemoth has a friendly rider of 9th level or higher mounted on it, the rider gains a +1 bonus to AC and Reflex.|
 +
}}
 +
{{4e/MMHeader|Standard Actions}}
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{{4e/MMAttack|
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range = Basic Melee|
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name = Gore|
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keywords = |
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frequency = At-Will|
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details = ''Attack:'' Melee 1 (one creature); +14 vs. AC.<br>''Hit:'' 3d10 + 5 damage.|
 +
}}
 +
{{4e/MMAttack|
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range = Melee|
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name = Double Attack|
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keywords = |
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frequency = At-Will|
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details = ''Effect:'' The spirehorn uses ''gore'' twice.|
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}}
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{{4e/MMAttack|
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range = Melee|
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name = Trample|
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keywords = |
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frequency = At-Will|
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details = ''Effect:'' The sprehorn shifts twice its speed and can enter enemies' spaces during the move. Each time the spirehorn enters an enemy's space for the first time during the move, it can use ''gore'' against that enemy.|
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}}|
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align = unaligned|
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languages = -|
 +
skills = |
 +
str = 20 (+9)|
 +
dex = 14 (+6)|
 +
wis = 16 (+7)|
 +
con = 17 (+7)|
 +
int = 4 (+1)|
 +
cha = 9 (+3)|
 
equipment = |}}
 
equipment = |}}
  
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range = |
 
range = |
 
name = High Vantage|
 
name = High Vantage|
brackets = mount|
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keywords = mount|
details = A whiptail behemoth's rider gains a +2 bonus to AC, and also gains a +2 bonus to ranged attack rolls.|
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frequency = |
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details = While the behemoth has a friendly rider of 18th level or higher mounted on it, the rider gains a +2 bonus to AC and Reflex. The rider also gains a +2 bonus to ranged attack rolls.|
 
}}
 
}}
 
{{4e/MMAttack|
 
{{4e/MMAttack|
 
range = |
 
range = |
 
name = Unstoppable|
 
name = Unstoppable|
brackets = |
+
keywords = |
 +
frequency = |
 
details = The whiptail behemoth ignores difficult terrain.|
 
details = The whiptail behemoth ignores difficult terrain.|
 
}}
 
}}
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cha = 8 (+8)|
 
cha = 8 (+8)|
 
equipment = |}}
 
equipment = |}}
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=== In combat ===
 +
A whiptail behemoth's is a living siege engine, one of the largest natural creatures to exist. Any army that can field one of these behemoths will typically use it to breach walls or bypass defenses. Many go so far as to festoon it with platforms, allowing spears and arrows to rain down from on high as the whiptail lumbers destructively across the battlefield.
  
 
[[Category:4e Monsters|Behemoth]]
 
[[Category:4e Monsters|Behemoth]]

Latest revision as of 17:51, 25 August 2021

Behemoths were among the first creatures to roam the world. The earth trembles under their heavy steps, and sunshine dims as their leathery winged shapes pass across the sky.

At the head of an advancing army, a massive beast towers on legs the size of ancient tree trunks. Opening its mouth, the behemoth releases a terrible bellow as it thunders ahead. Its handlers' whips and spears harry the brute along. Its huge feet leave bloody tracks through trails of broken bodies.

Troglodytes and hobgoblins use behemoths as war machines and beasts of burden. The ranks of behemoth hunters have swelled as prices for the beasts have climbed. Armies across the world clamor for their own behemoths, and these once rare creatures now appear in conflicts far from their nesting grounds.

Bloodspike Behemoth

These ill-tempered behemoths can be trained to pull heavy carts and siege engines, but even domesticated specimens can be difficult to control.

Macetail Behemoth

Wild macetail behemoths aggressively defend their territory, but macetail hatchlings can be domesticated for use as pack animals.

Macetail Behemoth Level 7 Soldier
Large natural beast (mount, reptile) XP 300
HP: 82; Bloodied: 41 Initiative: +8
AC 23; Fortitude 23, Reflex 18, Will: 18 Perception: +5
Speed: 5
Standard Actions
Basic Melee Tail BludgeonAt-Will
Attack: Reach 2 (one creature); +14 vs. AC.
Hit: 1d10 + 6 damage, and the target is marked until the end of the macetail's next turn.
Close Tail SweepRecharge
Attack: Close burst 1 (creatures in blast); +12 vs. Reflex.
Hit: 1d10 + 6 damage, and the target is knocked prone if it is Medium size or smaller.
Str 22 (+9) Dex 16 (+6) Wis 14 (+5)  
Con 18 (+7) Int 2 (-1) Cha 6 (+1)  
Alignment unaligned Languages -

Razorclaw Behemoth

Skinwing Behemoth

Skinwing behemoths nest in craggy mountains and high cliffs. Thieves steal skinwing eggs or hatchlings to sell to armies and mercenaries seeking an aerial advantage. Skinwings are vicious, however, and careless nest robbers have lost more than their livelihood when a hatchling's parents have returned to find the thieves.

A skinwing behemoth is very clumsy on land, so will prefer to stay in the air and swoop back and forth at its targets. If tamed, its rider may be wielding spears or harpoons so as to attack from a distance.

Skinwing Behemoth Level 7 Skirmisher
Large natural beast (mount, reptile) XP 300
HP: 79; Bloodied: 39 Initiative: +9
AC 21; Fortitude 19, Reflex 21, Will: 19 Perception: +3
Speed: 2 (clumsy), fly 8 (hover)
Traits
Strafe (mount)
When the behemoth uses flyby attack while it has a friendly rider of 7th level or higher mounted on it, its rider can make a melee basic attack in place of the skinwing's bite.
Drag Off
When the behemoth moves, it pulls with it any creature grabbed by it. In addition, the creature remains grabbed, and the behemoth does not provoke an opportunity attack from the grabbed creature.
Standard Actions
Basic Melee BiteAt-Will
Attack: Melee 1 (one creature); +12 vs. AC.
Hit: 2d6 + 8 damage.
Melee Flyby AttackAt-Will
Effect: The skinwing flies its speed and uses bite at any point during the movement. The skinwing does not provoke an opportunity attack from the target when moving away from it.
Melee Grasping TalonsRecharge
Requirement: The skinwing must be flying.
Effect: The skinwing uses flyby attack, and if the attack hits, the skinwing grabs the target of the attack.
Str 14 (+5) Dex 19 (+7) Wis 11 (+3)  
Con 15 (+5) Int 2 (-1) Cha 6 (+1)  
Alignment unaligned Languages -

In combat

A skinwing behemoth circles on the fringes of a battle, swooping down on the flanks of an enemy force. A skinwing's bite shreds leather and flesh alike. A skinwing uses its claws to seize an enemy and lift it into the sky before dropping the hapless creature in front of the feet of its behemoth allies. Although a skinwing glides with great agility, it is awkward and slow while earthbound. If a skinwing crashes or is forced to land, it does everything in its power to return to the sky, even if doing so means abandoning its rider.

Spirehorn Behemoth

Barbarian chieftains and hobgoblin warmasters yearn to master their own spirehorn behemoths. Dozens of trackers and warriors are lost in vain pursuit of adult spirehorns, which are rumored to be the fiercest behemoths when properly trained. Crafty leaders send thieves among the spirehorns' enormous nests to steal eggs, so they can rear the behemoths from the shell.

Spirehorn Behemoth Level 9 Elite Brute
Huge natural beast (mount, reptile) XP 800
HP: 234; Bloodied: 117 Initiative: +6
AC 21; Fortitude 23, Reflex 19, Will: 21 Perception: +7
Speed: 6
Saving Throws +2; Action Points 1
Traits
Beastmaster (mount)
While the behemoth has a friendly rider of 9th level or higher mounted on it, the rider gains a +1 bonus to AC and Reflex.
Standard Actions
Basic Melee GoreAt-Will
Attack: Melee 1 (one creature); +14 vs. AC.
Hit: 3d10 + 5 damage.
Melee Double AttackAt-Will
Effect: The spirehorn uses gore twice.
Melee TrampleAt-Will
Effect: The sprehorn shifts twice its speed and can enter enemies' spaces during the move. Each time the spirehorn enters an enemy's space for the first time during the move, it can use gore against that enemy.
Str 20 (+9) Dex 14 (+6) Wis 16 (+7)  
Con 17 (+7) Int 4 (+1) Cha 9 (+3)  
Alignment unaligned Languages -

Whiptail Behemoth

The biggest of all behemoths, sporting a tremendously long neck and tail, the whiptail behemoth is something of a peaceful grazer most of the time. But when threatened it is frighteningly dangerous, capable of crushing smaller creatures under its feet.

When under threat, the whiptail behemoth will use its slam on anything within range. If pushed or panicked, it will use its trample to simultaneously move away from the threat and crush it into the ground.

Whiptail Behemoth Level 18 Brute
Gargantuan natural beast (mount, reptile) XP 5,000
HP: 440; Bloodied: 220 Initiative: +13
AC 31; Fortitude 33, Reflex 30, Will: 29 Perception: +12
Speed: 7
Traits
High Vantage (mount)
While the behemoth has a friendly rider of 18th level or higher mounted on it, the rider gains a +2 bonus to AC and Reflex. The rider also gains a +2 bonus to ranged attack rolls.
Unstoppable
The whiptail behemoth ignores difficult terrain.
Standard Actions
Basic Melee SlamAt-Will
Attack: Reach 3; +21 vs. AC.
Hit: 3d8 + 6 damage.
Close Tail SweepRecharge )
Attack: Close blast 5 (creatures in blast); +13 vs. Reflex.
Hit: 3d10 + 8 damage, and the target is knocked prone if it is Large size or smaller.
Melee TrampleAt-Will
Effect: The whiptail behemoth shifts up to its speed and can enter enemies' spaces during the move. Each time the whiptail enters an enemy's space for the first time during the move, it can use slam against that enemy.
Str 30 (+19) Dex 14 (+11) Wis 16 (+12)  
Con 24 (+16) Int 2 (+5) Cha 8 (+8)  
Alignment unaligned Languages -

In combat

A whiptail behemoth's is a living siege engine, one of the largest natural creatures to exist. Any army that can field one of these behemoths will typically use it to breach walls or bypass defenses. Many go so far as to festoon it with platforms, allowing spears and arrows to rain down from on high as the whiptail lumbers destructively across the battlefield.