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.

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 -

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 -