Behemoth

A behemoth resembles an elephant, hippopotamus, and a water buffalo. It has a short trunk and long tusks, with a thick hide and large hooves.

Huge Quadrupedal Beast


Hit Points
40

Speed
40 ft

AC
20

Fortitude
15

Reflex
15

Will
13

Str
20 (+5)

Dex
18 (+4)

Con
20 (+5)

Int
13 (+1)

Wis
12 (+1)

Cha
15 (+2)


Immunities. Water damage, Charmed, Frightened, Frozen, Slowed, Windswept.

Resistances. Bludgeoning damage, Piercing damage, Poison damage, Slashing damage, Poisoned, Lacerated, Wet.

Darkvision. The creature can see in the darkness up to 120 ft.

Charging. If the creature moves 20 ft or more in a straight line, it may use it’s Charging Attack, targeting all creatures within it’s range as it moves.

Consume. Upon a target becoming Bloodied, the creature will attempt to eat the target. Only one creature may be attempted to be consumed at a time.

Stomp. If there is a creature to target that is underneath the Behemoth, it uses it’s Stomp attack.

Actions

Consume. +7 to hit Reflex, Upon a hit the target is Grappled and Suffocating. At the beginning of the target’s turn, they must attempt to break the grapple before being able to take action. Upon a successful attack that deals damage, the creature will spit up the target, ending the Consume action. Upon failing the Grapple, the target takes 1d10 Force damage and is still Grappled and Suffocating.

Tusks (Str). +8 to hit AC, 3d8+5 Piercing damage.

Stomp (Str). +8 to hit AC, 3d6+5 Bludgeoning damage and the target is knocked Prone.

Charging Attack (Str). +8 to hit AC, 4d10+5 Piercing damage and the target is Pushed in the same direction as the creature for as many squares as the creature moves. If a Pushed creature collides with an object or another creature, they continue to be Pushed and are knocked Prone after being Pushed.

spiritsandspellcraft.com