Difference between revisions of "4e:Behemoth"

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(Leatherwing Behemoth)
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keywords = |
 
keywords = |
 
frequency = At-Will|
 
frequency = At-Will|
details = ''Attack:'' Melee 1 (one creature); +12 vs. AC<br>''Hit:'' 2d6 + 8 damage.|
+
details = ''Attack:'' Melee 1 (one creature); +12 vs. AC.<br>''Hit:'' 2d6 + 8 damage.|
 
}}
 
}}
 
{{4e/MMAttack|
 
{{4e/MMAttack|
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int = 2 (-1)|
 
int = 2 (-1)|
 
cha = 6 (+1)|
 
cha = 6 (+1)|
equipment = |}}
 
 
== Oceanhulk Behemoth ==
 
 
Oceanhulk behemoths reside primarily in the water, but breathe air. When they surface, with their long necks and tails, they are often mistaken for great sea serpents.
 
 
An oceanhulk behemoth grabs its prey in its powerful jaws and savages them mercilessly. It must surface to breathe every so often, however.
 
 
{{4e/Monster|
 
name = Oceanhulk Behemoth|
 
level = 8|
 
role = Brute|
 
size = Huge|
 
origin = natural|
 
type = beast|
 
brackets = (mount, reptile)|
 
XP = 350|
 
init = +6|
 
perception = +5|
 
vision = |
 
HP = 112|
 
bloodied = 56|
 
AC = 20|
 
fort = 22|
 
reflex = 21|
 
will = 18|
 
speed = 1 (clumsy), swim 8|
 
attacks = {{4e/MMAttack|
 
range = Basic Melee|
 
name = Bite|
 
brackets = (standard; at-will)|
 
star = |
 
weapon = |
 
details = Reach 2; +11 vs. AC; 3d6 + 3 damage.|
 
}}
 
{{4e/MMAttack|
 
range = Melee|
 
name = Predatory Charge|
 
brackets = (standard; usable only while the oceanhulk behemoth is not grabbing a creature; at-will)|
 
details = The oceanhulk behemoth charges and makes the following attack in place of a melee basic attack: +13 vs. AC; 2d8 + 4 damage, and the target is grabbed. When the grab ends, the target takes ongoing 5 damage (save ends).|
 
}}
 
{{4e/MMAttack|
 
range = Melee|
 
name = Savage|
 
brackets = (standard; at-will)|
 
details = Targets a creature grabbed by the oceanhulk behemoth; no attack roll; 2d6 + 3 damage.|
 
}}
 
{{4e/MMAttack|
 
range = |
 
name = Deft Swimmer|
 
brackets = (while mounted by a friendly rider of 8th level or higher; at-will) {{*}} '''Mount'''|
 
details = The oceanhulk behemoth's rider gains a +2 bonus to AC against opportunity attacks. While in water, the rider also gains a +2 bonus to attack rolls against creatures without a swim speed.|
 
}}
 
{{4e/MMAttack|
 
range = |
 
name = Waterborn|
 
brackets = |
 
details = While in water, an oceanhulk behemoth gains a +2 bonus to attack rolls against any creature without a swim speed.|
 
}}|
 
align = Unaligned|
 
languages = -|
 
skills = Endurance +8|
 
str = 26 (+12)|
 
dex = 14 (+6)|
 
wis = 13 (+5)|
 
con = 22 (+10)|
 
int = 2 (+0)|
 
cha = 9 (+3)|
 
equipment = |}}
 
 
== Slashclaw Behemoth ==
 
 
Slashclaw behemoths are no less bad-tempered and vicious than other behemoths. Carnivores in tooth and claw, they are terrifying to encounter.
 
 
Slashclaws hunt in packs, with one often acting as a distraction so the other members of the pack can move in from the side. They use their ''clever hunter'' and ''swiftfooted'' to evade attacks and outmaneuver their prey.
 
 
{{4e/Monster|
 
name = Slashclaw Behemoth|
 
level = 9|
 
role = Skirmisher|
 
size = Large|
 
origin = natural|
 
type = beast|
 
brackets = (mount, reptile)|
 
XP = 400|
 
init = +11|
 
perception = +13|
 
vision = |
 
HP = 100|
 
bloodied = 50|
 
AC = 22|
 
fort = 24|
 
reflex = 21|
 
will = 20|
 
speed = 12|
 
attacks = {{4e/MMAttack|
 
range = Basic Melee|
 
name = Claw|
 
brackets = (standard; at-will)|
 
details = +14 vs. AC; 2d8 + 6 damage.|
 
}}
 
{{4e/MMAttack|
 
range = |
 
name = Rapid Velocity|
 
brackets = (minor; at-will)|
 
details = The slashclaw behemoth shifts 2 squares.|
 
}}
 
{{4e/MMAttack|
 
range = |
 
name = Combined Attack|
 
brackets = (while mounted by a friendly rider of 9th level or higher; at-will) {{*}} '''Mount'''|
 
details = When the slashclaw behemoth's rider makes a melee attack against a target, the slashclaw behemoth can make a claw attack against the same target.|
 
}}
 
{{4e/MMAttack|
 
range = |
 
name = Clever Hunter|
 
brackets = |
 
details = The slashclaw behemoth deals an extra 1d8 damage if its target is being flanked by another slashclaw behemoth.|
 
}}
 
{{4e/MMAttack|
 
range = |
 
name = Swiftfooted|
 
brackets = |
 
details = The slashclaw behemoth ignores difficult terrain and speed penalties for squeezing.|
 
}}|
 
align = Unaligned|
 
languages = -|
 
skills = Stealth +13|
 
str = 18 (+8)|
 
dex = 20 (+9)|
 
wis = 14 (+6)|
 
con = 20 (+9)|
 
int = 7 (+2)|
 
cha = 10 (+4)|
 
equipment = |}}
 
 
== Beastking Behemoth ==
 
 
The undisputed lord of the behemoths, this nigh-unstoppable carnivore primarily feasts on other behemoths, but would not pass up an exception. Revered by some primitive races as a living incarnation of a god, they are rarely tamed - but when one is, it is the mightiest of war beasts.
 
 
A beastking behemoth stuns its foes with its ''roar'' and then savages them with its ''bite''. It uses ''tail sweep'' if surrounded.
 
 
{{4e/Monster|
 
name = Beastking Behemoth|
 
level = 14|
 
role = Elite Brute|
 
size = Huge|
 
origin = natural|
 
type = beast|
 
brackets = (mount, reptile)|
 
XP = 2,000|
 
init = +7|
 
perception = +7|
 
vision = |
 
HP = 270|
 
bloodied = 135|
 
AC = 26|
 
fort = 32|
 
reflex = 26|
 
will = 24|
 
speed = 8|
 
attacks = {{4e/MMAttack|
 
range = Basic Melee|
 
name = Bite|
 
brackets = (standard; at-will)|
 
star = |
 
weapon = |
 
details = +17 vs. AC; 3d8 + 6 damage.|
 
}}
 
{{4e/MMAttack|
 
range = Close|
 
name = Roar|
 
brackets = (standard; at-will) {{*}} '''Fear, Thunder'''|
 
details = Close blast 5; +13 vs. Will; 1d10 + 4 thunder damage, and the target takes a -2 penalty to all defenses until the end of the beastking behemoth's next turn.|
 
}}
 
{{4e/MMAttack|
 
range = Close|
 
name = Tail Sweep|
 
brackets = (standard; recharge {{d6:4}} {{d6:5}} {{d6:6}})|
 
details = Close blast 3; targets enemies; +13 vs. Reflex; 2d6 + 6 damage, and the target is knocked prone if it is Medium size or smaller.|
 
}}
 
{{4e/MMAttack|
 
range = Melee|
 
name = Trample|
 
brackets = (standard; at-will)|
 
details = The beastking behemoth can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the beastking behemoth must end its move in an unoccupied space. When it enters an enemy's space, the beastking behemoth makes a trample attack: +13 vs. Reflex; 2d6 + 6 damage, and the target is knocked prone.|
 
}}
 
{{4e/MMAttack|
 
range = |
 
name = Terror Lord|
 
brackets = (while mounted by a friendly rider of 14th level or higher; at-will) {{*}} '''Mount'''|
 
details = The beastking behemoth's rider gains a +8 bonus to fear saves.|
 
}}|
 
align = Unaligned|
 
languages = -|
 
skills = Endurance +10, Intimidate +16|
 
str = 28 (+16)|
 
dex = 12 (+8)|
 
wis = 15 (+9)|
 
con = 21 (+12)|
 
int = 2 (+3)|
 
cha = 8 (+6)|
 
 
equipment = |}}
 
equipment = |}}
  
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will = 29|
 
will = 29|
 
speed = 7|
 
speed = 7|
attacks = {{4e/MMAttack|
+
attacks =
 +
{{4e/MMHeader|Traits}}
 +
{{4e/MMAttack|
 +
range = |
 +
name = High Vantage|
 +
brackets = mount|
 +
details = A whiptail behemoth's rider gains a +2 bonus to AC, and also gains a +2 bonus to ranged attack rolls.|
 +
}}
 +
{{4e/MMHeader|Standard Actions}}
 +
{{4e/MMAttack|
 
range = Basic Melee|
 
range = Basic Melee|
 
name = Slam|
 
name = Slam|
brackets = (standard; at-will)|
+
keywords = |
details = Reach 3; +21 vs. AC; 3d8 + 6 damage.|
+
frequency = At-Will|
 +
details = ''Attack:'' Reach 3; +21 vs. AC.<br>''Hit:'' 3d8 + 6 damage.|
 
}}
 
}}
 
{{4e/MMAttack|
 
{{4e/MMAttack|
 
range = Close|
 
range = Close|
 
name = Tail Sweep|
 
name = Tail Sweep|
brackets = (standard; recharge {{d6:4}} {{d6:5}} {{d6:6}})|
+
keywords = |
details = Close blast 5; targets enemies; +13 vs. Reflex; 3d10 + 8 damage, and the target is knocked prone if it is Large size or smaller.|
+
frequency = Recharge|
 +
recharge = {{d6:4}} {{d6:5}} {{d6:6}})|
 +
details = ''Attack:'' Close blast 5 (creatures in blast); +13 vs. Reflex.<br>''Hit:'' 3d10 + 8 damage, and the target is knocked prone if it is Large size or smaller.|
 
}}
 
}}
 
{{4e/MMAttack|
 
{{4e/MMAttack|
 
range = Melee|
 
range = Melee|
 
name = Trample|
 
name = Trample|
brackets = (standard; at-will)|
+
keywords = |
details = The whiptail behemoth can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the whiptail behemoth must end its move in an unoccupied space. When it enters an enemy's space, the whiptail behemoth makes a trample attack: +17 vs. Reflex; 3d6 + 8 damage, and the target is knocked prone.|
+
frequency = At-Will|
}}
+
details = ''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.|
{{4e/MMAttack|
 
range = |
 
name = High Vantage|
 
brackets = (while mounted by a friendly rider of 18th level or higher; at-will) {{*}} '''Mount'''|
 
details = The whiptail behemoth's rider gains a +2 bonus to AC. The rider also gains a +2 bonus to ranged attack rolls.|
 
 
}}|
 
}}|
align = Unaligned|
+
align = unaligned|
 
languages = -|
 
languages = -|
skills = Endurance +14|
+
skills = |
 
str = 30 (+19)|
 
str = 30 (+19)|
 
dex = 14 (+11)|
 
dex = 14 (+11)|

Revision as of 22:25, 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.
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 -