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
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Level 7 Skirmisher
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Large natural beast (mount, reptile)
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XP 300
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HP: 79; Bloodied: 39
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Initiative: +9
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AC 21; Fortitude 19, Reflex 21, Will: 19
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Perception: +3
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Speed: 2 (clumsy), fly 8 (hover)
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Traits
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Strafe (mount)
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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.
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Drag Off
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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.
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Standard Actions
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Bite ✦ At-Will
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Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d6 + 8 damage.
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Flyby Attack ✦ At-Will
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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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Grasping Talons ✦ Recharge ⚄⚅
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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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Str 14 (+5)
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Dex 19 (+7)
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Wis 11 (+3)
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Con 15 (+5)
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Int 2 (-1)
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Cha 6 (+1)
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Alignment unaligned
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Languages -
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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
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Level 8 Brute
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Huge natural beast (mount, reptile)
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XP 350
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HP: 112; Bloodied: 56
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Initiative: +6
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AC 20; Fortitude 22, Reflex 21, Will: 18
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Perception: +5
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Speed: 1 (clumsy), swim 8
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Bite (force) ✦ At-Will
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Reach 2; +11 vs. AC; 3d6 + 3 damage.
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Predatory Charge (force) ✦ At-Will
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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).
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Savage (force) ✦ At-Will
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Targets a creature grabbed by the oceanhulk behemoth; no attack roll; 2d6 + 3 damage.
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Deft Swimmer (force) ✦ At-Will
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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.
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Waterborn (force) ✦ At-Will
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While in water, an oceanhulk behemoth gains a +2 bonus to attack rolls against any creature without a swim speed.
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Skills Endurance +8
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Str 26 (+12)
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Dex 14 (+6)
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Wis 13 (+5)
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Con 22 (+10)
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Int 2 (+0)
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Cha 9 (+3)
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Alignment Unaligned
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Languages -
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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
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Level 9 Skirmisher
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Large natural beast (mount, reptile)
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XP 400
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HP: 100; Bloodied: 50
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Initiative: +11
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AC 22; Fortitude 24, Reflex 21, Will: 20
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Perception: +13
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Speed: 12
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Claw (force) ✦ At-Will
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+14 vs. AC; 2d8 + 6 damage.
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Rapid Velocity (force) ✦ At-Will
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The slashclaw behemoth shifts 2 squares.
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Combined Attack (force) ✦ At-Will
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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.
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Clever Hunter (force) ✦ At-Will
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The slashclaw behemoth deals an extra 1d8 damage if its target is being flanked by another slashclaw behemoth.
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Swiftfooted (force) ✦ At-Will
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The slashclaw behemoth ignores difficult terrain and speed penalties for squeezing.
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Skills Stealth +13
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Str 18 (+8)
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Dex 20 (+9)
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Wis 14 (+6)
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Con 20 (+9)
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Int 7 (+2)
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Cha 10 (+4)
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Alignment Unaligned
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Languages -
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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
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Level 14 Elite Brute
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Huge natural beast (mount, reptile)
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XP 2,000
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HP: 270; Bloodied: 135
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Initiative: +7
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AC 26; Fortitude 32, Reflex 26, Will: 24
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Perception: +7
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Speed: 8
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Bite (force) ✦ At-Will
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+17 vs. AC; 3d8 + 6 damage.
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Roar (force) ✦ At-Will
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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.
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Tail Sweep (force) ✦ At-Will
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Close blast 3; targets enemies; +13 vs. Reflex; 2d6 + 6 damage, and the target is knocked prone if it is Medium size or smaller.
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Trample (force) ✦ At-Will
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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.
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Terror Lord (force) ✦ At-Will
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The beastking behemoth's rider gains a +8 bonus to fear saves.
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Skills Endurance +10, Intimidate +16
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Str 28 (+16)
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Dex 12 (+8)
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Wis 15 (+9)
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Con 21 (+12)
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Int 2 (+3)
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Cha 8 (+6)
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Alignment Unaligned
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Languages -
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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
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Level 18 Brute
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Gargantuan natural beast (mount, reptile)
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XP 5,000
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HP: 440; Bloodied: 220
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Initiative: +13
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AC 31; Fortitude 33, Reflex 30, Will: 29
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Perception: +12
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Speed: 7
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Slam (force) ✦ At-Will
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Reach 3; +21 vs. AC; 3d8 + 6 damage.
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Tail Sweep (force) ✦ At-Will
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Close blast 5; targets enemies; +13 vs. Reflex; 3d10 + 8 damage, and the target is knocked prone if it is Large size or smaller.
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Trample (force) ✦ At-Will
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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.
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High Vantage (force) ✦ At-Will
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The whiptail behemoth's rider gains a +2 bonus to AC. The rider also gains a +2 bonus to ranged attack rolls.
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Skills Endurance +14
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Str 30 (+19)
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Dex 14 (+11)
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Wis 16 (+12)
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Con 24 (+16)
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Int 2 (+5)
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Cha 8 (+8)
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Alignment Unaligned
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Languages -
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