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Eldan
2014-12-02, 05:34 AM
It's time for another round of: what's Eldan been reading this time?

Behemoth
Collosal Magical Beast (Chaotic, Fire, Evil, Earth)
HD 48d10+624 (888 hp)
Speed 40 ft. (8 squares), Burrow 60 ft. (12 squares)
Init: +7
AC 35 (-8 size, +3 Dex, +30 natural), touch 5, flat-footed 32
BAB +48/+81 Grapple
Attack Bite +57 melee (4d8+17/18-20/×3 and 4d6 fire)
Full Attack: Bite +57 melee (4d8+17/18-20/×3 and 4d6 fire) and 2 horns +57 melee (1d10+8 and 4d6 fire) and 2 claws +57 melee (1d12+8 and 4d6 fire) and tail slap +57 melee (3d8+8 and 4d6 fire)
Space 30 ft.; Reach 20 ft.
Special Attacks Augmented critical, frightful presence, improved grab, rush, swallow whole, thunderous roar, breath weapon, radiation, spell-like abilities
Special Qualities Carapace, damage reduction 15/epic, immunity to fire, lightning, sonic, force damage, bludgeoning damage, negative energy, positive energy, poison, disease, energy drain, and ability damage and ability drain, charm effects, regeneration 40, scent, spell resistance 32, tremorsense 200 ft., deadly aura
Saves Fort +38, Ref +29, Will +20
Abilities Str 45, Dex 16, Con 35, Int 8, Wis 14, Cha 14
Skills Climb + 34, Jump +68, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Improved Toughness, Dire Charge, Legendary Leaper, Spellcasting Harrier, Multiattack, Improved Mulitattack
Environment Any material
Organization Single
Challenge Rating 28
Treasure None
Alignment Chaotic Evil

Augmented Critical (Ex)
Behemoth’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Frightful Presence (Su)
Behemoth can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of Behemoth. The save DC is Charisma-based.

Improved Grab (Ex)
To use this ability, Behemoth must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Rush (Ex)
Once per minute, the normally slow-moving Behemoth can move at a speed of 150 feet.

Swallow Whole (Ex)

Behemoth can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from Behemoth’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to Behemoth’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Behemoth’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Reflective Carapace (Ex)
Behemoth’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster if the caster is within 100 feet of Behemoth; otherwise, it is instead deflected at a nearby structure of Behemoth's choice or the ground. Check for reflection before rolling to overcome the creature’s spell resistance.

Regeneration (Ex)
No form of attack deals lethal damage to Behemoth. Behemoth regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If Behemoth fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 898 hp). Behemoth is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

Behemoth does not fall unconscious when taking more nonlethal damage than its ht points +10. Instead, it will immediately start to burrow downwards at maximum speed until it reaches a depth of about 10 miles, in the liquid mantle, where it will fall into a hibernation-like sleep for 2d4 months until it awakens again, fully healed.

Behemoth can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead.

If Behemoth loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Spell-like abilities: (sp): At will - Chain Lightning, Earthquake, CL 20

Thunderous Roar (sp): Behemoth can roar once every minute as a standard action. All creatures within 500 feet must make a Fortitude save (DC 36) or be deafened and blinded for one minute. On a successful save, they are deafened for one round instead. All creatures and structures that are within 500 feet of Behemoth and also within line of sight also take 5d6 points of sonic damage and are knocked prone on a failed save.

Radiation (su): Once per minute, Behemoth can release a deadly burst of radiation from his body as a full-round action. This is a 300 ft. radius burst centered on Behemoth. Creatures within it suffer 1d4 negative levels, as per an enervation spell, unless they succeed on a fortitude save (DC 36).

Breath weapon: (sp) Behemoth's breath weapon deals 10d6 points of fire damage. All creatures killed by its breath weapon are disintegrated, leaving no corpses behind. The breath weapon is either a 30 ft. cone or a 60 ft. line.

Deadly Aura (su): All creatures within 50 feet of Behemoth take 10d6 points of damage per round, which is half fire and half untyped damage. Creatures killed by this damage are disintegrated, leaving no corpses behind.

nonsi
2014-12-02, 08:46 AM
Ok, is there a point to this monstrocity, other than to make the Tarrasque cry itself to sleep at night?

Btw, the CR is way too low. This creature is so much deadlier than a CR 27 golden great wyrm (nothing in the spellcasting can bridge such gap).

pieman2945
2014-12-02, 10:00 AM
Can I guess Wildbow's masterpiece Worm (www.parahumans.wordpress.com) as inspiration?

Eldan
2014-12-03, 04:05 AM
Ok, is there a point to this monstrocity, other than to make the Tarrasque cry itself to sleep at night?

Btw, the CR is way too low. This creature is so much deadlier than a CR 27 golden great wyrm (nothing in the spellcasting can bridge such gap).

It is, as Pieman says, directly lifted from a web story. I might do one of its siblings, the Leviathan, later. Not the Simurgh, that's just about impossible.

And yes, it's the Tarrasque, but with better feats, some immunities, and a handful of energy attacks. I don't agree on the CR, really. It can be brought down. Cold or acid damage would be my best straightforward bet, but there's some other ways, too. As for the great wyrm... it has more than four times the movement speed, it has foresight, a 24d10 breath weapon, instead of 10d6 and level 19 sorcerer casting. There's not much that can be beaten by level 19 sorcerer casting. If the wyrm has wish, I'd give this to the wyrm, if it is well-built for magic.

nonsi
2014-12-03, 05:01 AM
Cold or acid damage would be my best straightforward bet, but there's some other ways, too.

Sure, if you're an insanely optimized mailman.
And don't forget the +29 to Ref saves.




As for the great wyrm... it has more than four times the movement speed

It only needs to Rush & Grapple (game over).




it has foresight, a 24d10 breath weapon, instead of 10d6

Yes, but it doesn't blind & deafen vs. all creatures within 500 feet, and it doesn't drain 1d4 levels to all creatures within 300 feet (with DC 36) :smalleek::smalleek::smalleek:
And those 10d6 are on top of the auto-10d6 at 50'.




and level 19 sorcerer casting. There's not much that can be beaten by level 19 sorcerer casting. If the wyrm has wish, I'd give this to the wyrm, if it is well-built for magic.

I'm guessing it's not gonna be very effective vs. the Behemoth, with all its immunities, resistances & recovery.
Let's make an experiment. Simulate them 1 vs. the other and share the outcome.

Eldan
2014-12-03, 05:11 AM
I guess it comes down on how far one optimizes the magic. If the wyrm projects astrally, neither can do much against the other. Or the wyrm could gate in a few solars to help with magic. Heck, the wyrm could learn epic magic.

But okay, I'll up the CR. I'm very bad at estimating that anyway.

As for the Rush, the wyrm can fly. It only needs to stay out of jumping range, get resistance to fire, lightning and sonic and it should be pretty safe.