Difference between revisions of "4e:Behemoth"

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(Whiptail Behemoth)
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Revision as of 22:26, 3 August 2021

A behemoth is a gigantic reptilian beast that relies on its size and ferocity to drive off enemies or kill its prey.

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
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.
Str 14 (+5) Dex 19 (+7) Wis 11 (+3)  
Con 15 (+5) Int 2 (-1) Cha 6 (+1)  
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 (force) ✦ At-Will
A whiptail behemoth's rider gains a +2 bonus to AC, and also gains a +2 bonus to ranged attack rolls.
Unstoppable (force) ✦ At-Will
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 -