4e: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.

Leatherwing Behemoth

Leatherwing behemoths make their roosts atop rocky spires or on sheer cliff faces, where they have a great vantage point from which to dive down upon their enemies. These surly creatures are often tamed and used as winged mounts by primitives and savages.

A leatherwing 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.

Leatherwing Behemoth Level 8 Skirmisher
Large natural beast (mount, reptile) XP 350
HP: 90; Bloodied: 45 Initiative: +7
AC 22; Fortitude 24, Reflex 26, Will: 18 Perception: +6
Speed: 2 (clumsy), fly 8, overland flight 14
Traits
Agile FlierMount
The leatherwing behemoth's rider gains a +2 bonus to AC against opportunity attacks. While in air, the rider also gains a +2 bonus to ranged attack rolls against creatures on the ground.
Standard Actions
Basic Melee ClawAt-Will
+13 vs. AC; 2d8 + 5 damage.
Melee Flyby AttackAt-Will
The leatherwing behemoth flies up to 8 squares and makes one melee basic attack at any point during that movement. The leatherwing behemoth doesn't provoke opportunity attacks when moving away from the target of the attack.
Skills Endurance +4
Str 18 (+8) Dex 22 (+10) Wis 10 (+4)  
Con 18 (+8) Int 2 (+0) Cha 4 (+1)  
Alignment Unaligned Languages -

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.

Oceanhulk Behemoth Level 8 Brute
Huge natural beast (mount, reptile) XP 350
HP: 112; Bloodied: 56 Initiative: +6
AC 20; Fortitude 22, Reflex 21, Will: 18 Perception: +5
Speed: 1 (clumsy), swim 8
Basic Melee Bite (force) ✦ At-Will
Reach 2; +11 vs. AC; 3d6 + 3 damage.
Melee Predatory Charge (force) ✦ At-Will
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).
Melee Savage (force) ✦ At-Will
Targets a creature grabbed by the oceanhulk behemoth; no attack roll; 2d6 + 3 damage.
Deft Swimmer (force) ✦ At-Will
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.
Waterborn (force) ✦ At-Will
While in water, an oceanhulk behemoth gains a +2 bonus to attack rolls against any creature without a swim speed.
Skills Endurance +8
Str 26 (+12) Dex 14 (+6) Wis 13 (+5)  
Con 22 (+10) Int 2 (+0) Cha 9 (+3)  
Alignment Unaligned Languages -

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.

Slashclaw Behemoth Level 9 Skirmisher
Large natural beast (mount, reptile) XP 400
HP: 100; Bloodied: 50 Initiative: +11
AC 22; Fortitude 24, Reflex 21, Will: 20 Perception: +13
Speed: 12
Basic Melee Claw (force) ✦ At-Will
+14 vs. AC; 2d8 + 6 damage.
Rapid Velocity (force) ✦ At-Will
The slashclaw behemoth shifts 2 squares.
Combined Attack (force) ✦ At-Will
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.
Clever Hunter (force) ✦ At-Will
The slashclaw behemoth deals an extra 1d8 damage if its target is being flanked by another slashclaw behemoth.
Swiftfooted (force) ✦ At-Will
The slashclaw behemoth ignores difficult terrain and speed penalties for squeezing.
Skills Stealth +13
Str 18 (+8) Dex 20 (+9) Wis 14 (+6)  
Con 20 (+9) Int 7 (+2) Cha 10 (+4)  
Alignment Unaligned Languages -

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.

Beastking Behemoth Level 14 Elite Brute
Huge natural beast (mount, reptile) XP 2,000
HP: 270; Bloodied: 135 Initiative: +7
AC 26; Fortitude 32, Reflex 26, Will: 24 Perception: +7
Speed: 8
Basic Melee Bite (force) ✦ At-Will
+17 vs. AC; 3d8 + 6 damage.
Close Roar (force) ✦ At-Will
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.
Close Tail Sweep (force) ✦ At-Will
Close blast 3; targets enemies; +13 vs. Reflex; 2d6 + 6 damage, and the target is knocked prone if it is Medium size or smaller.
Melee Trample (force) ✦ At-Will
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.
Terror Lord (force) ✦ At-Will
The beastking behemoth's rider gains a +8 bonus to fear saves.
Skills Endurance +10, Intimidate +16
Str 28 (+16) Dex 12 (+8) Wis 15 (+9)  
Con 21 (+12) Int 2 (+3) Cha 8 (+6)  
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
Basic Melee Slam (force) ✦ At-Will
Reach 3; +21 vs. AC; 3d8 + 6 damage.
Close Tail Sweep (force) ✦ At-Will
Close blast 5; targets enemies; +13 vs. Reflex; 3d10 + 8 damage, and the target is knocked prone if it is Large size or smaller.
Melee Trample (force) ✦ At-Will
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.
High Vantage (force) ✦ At-Will
The whiptail behemoth's rider gains a +2 bonus to AC. The rider also gains a +2 bonus to ranged attack rolls.
Skills Endurance +14
Str 30 (+19) Dex 14 (+11) Wis 16 (+12)  
Con 24 (+16) Int 2 (+5) Cha 8 (+8)  
Alignment Unaligned Languages -