Behemoths
Behemoths are believed to be some of the very first creations created by the gods. It is believed that most forms of life, excluding those extraplanar in origin, in some way descended from one of these behemoths. These colossi used to be the dominant form of life in the early ages of many realms. These ancient titans were often used by the gods to as a natural countermeasure against elder elementals and other creatures that could pose a threat to humanoids civilization acquiring a foothold within the realm.
Slumbering Titans
However, titans are not nearly as abundant as they once were. One of the primary reasons for the decline can actually be attributed to their enormous size. Although behemoth have been known to consume organic or inorganic matter, their true source of sustenance actually comes from absorbing raw magical energy. Due to the volatile nature of a realm near its creation, behemoths are able to thrive in such environments. However, as the plane begins to stabilize, these creatures enter into a form of magical hibernation
Titan's Awakening
Slumbering titans have been known to awaken due to the presence of large amounts of arcane energy. Such an occurrence can be the through the result of various arcane phenomena, special rituals, or even the direct command form the divines itself. However, unlike most titans, the behemoth holds no allegiance to any other creature and is driven by natural instinct. Despite this simple nature, these creatures are not merely titanic brutes and possess an uncanny intelligence.
Behemoth Tactics
Unless directly provoked, behemoths will not intentionally target humanoids as they are often too small and insignificant to warrant its interest or be viewed as a threat. Instead, the behemoth primary targets large sources of magical energy. Phenomena such as interplanar rifts, powerful magitech devices, or even the occurrence of a powerful spell or ritual is enough to warrant the attention of a behemoth.
Titanic Rampage
Despite their relative indifference towards humanoids, they sheer size and power poses a major threat to anyone in its path. These creatures will not hesitate to rampage through cities to reach its destination. Naturally, whenever such a settlement seeks to retaliate, it'd only draw the full ire of the beast causing it to enter into a fury rampage, destroying all in sight.
Battle Strategies
In combat, the behemoth will immediately target the most significant threat, especially if it is magical in origin. Magically attuned creatures, such as an elder elemental, would be prime targets for a rampaging behemoth as such creatures are considered to be a food source for them. Despite their instinctual nature, behemoths are intelligent fighter capable of using the environment to their advantage. They have been known to launch nearby terrain and rubble to take out heavy siege weaponry and airborne opponents. Typically, the best method to defeating a Behemoth is not through direct confrontation but rather containment methods such as planar banishment or special rituals to put them back to sleep.
Behemoth
Gargantuan Celestial, varies
- Armor Class 20 (Natural Armor)
- Hit Points 518 (28d20+224)
- Speed 60ft.
STR DEX CON INT WIS CHA 27(+8) 14 (+2) 26(+8) 10 (+0) 17 (+3) 18 (+4)
- Saving Throws Dex +16, Con +16, Wis +11, Cha +12
- Skills Athletics +16, Perception +11
- Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
- Damage Immunities Radiant, Poison, Necrotic
- Condition Immunities charmed, frightened, poisoned
- Senses truesight 120ft., passive Perception 21
- Languages can understand Celestial but cannot speak it
- Proficiency Bonus +8 Challenge 28(120,000 xp)
Frightful Presence Each creature of the behemoth's choice that is within 120 feet of the behemoth and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the behemoth's Frightful Presence for the next 24 hours.
Legendary Resistance(3/day) If the Behemoth fails a saving throw, it can choose to succeed. The Behemoth can make a Stomp attack as part of this action.
Magical Attacks The Behemoth's attacks count as magical for the purpose of overcoming resistance
Magical Attacks The Behemoth has advantage on saving throws against spells and magical effects.
Siege Monster The Behemoth can deal double damage to buildings and objects
Titanic Nature The Behemoth doesn’t require air, food, drink, or sleep
Titanic Strength The Behemoth has advantage on Strength ability checks and saving throws against creatures at least one size smaller than it
Actions
Multiattack. The Behemoth can make one attack with a bite, two attacks with its divine claw, and one with its tail. The Behemoth can substitute two claw attacks for a Boulder Attack.
Bite Melee Weapon Attack: +16 to hit, 10ft. range, one target. Hit: 30(4d10+8) piercing damage + 18(4d8) radiant damage. On an hit, Huge and smaller creatures are swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and effects outside the Behemoth At the end of its turn, when the Behemoth takes damage from a swallowed creature, it must succeed a Constitution saving throw equal to half the damage dealt(minimum of 10).
On a failed saving throw, the Behemoth regurgitates all swallowed creatures, which fall prone in a space within 10 feet of the Behemoth. If the Behemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Divine Claw. Melee Weapon Attack: +16 to hit, 10ft. range, one target. Hit: 26(4d8+8) slashing damage + 18(4d8) radiant damage.
Tail. Melee Weapon Attack: +16 to hit, 30ft. range, one target. Hit: 60(8d12+8) bludgeoning damage. On a hit, the target must succeed a DC 24 Strength saving throw or be knocked prone.
Boulder Ranged Weapon Attack: +16 to hit, 300/1200ft., one target. Hit 96(16d10+8) bludgeoning damage. On a hit, the target must succeed a DC 24 Strength saving throw or be knocked prone and restrained. Creatures restrained in this manner must use its action to break free with a successful DC 24 Strength saving throw.
Worldbreaker(Recharge 5-6) The Behemoth can unleash a miniature earthquake, forcing all creatures within a DC 24 Strength saving throw. On a failed saving throw, creatures take 88(16d10) bludgeoning damage and is pushed back 30ft. and knocked prone.
Bonus Actions
Stomp Creatures within in a 20ft. radius and 20ft. high column in the Behemoth’s space must succeed a DC 24 Dexterity saving throw. On a failed saving throw it take 44 (8d10) bludgeoning damage and is considered restrained and prone. A creature remains restrained until the Behemoth until it uses its Stomp again or moves. A restrained creature or a creature within 5ft. of it can attempt to free itself using its action with a DC 24 Strength check. On a success, creatures are no longer restrained and are relocated to an unoccupied spot within 5ft. of it.
Legendary Actions(3/turn)
The Behemoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Behemoth regains spent legendary actions at the start of its turn.
Trample(1 action) The Behemoth can move up to half its movement speed without provoking attacks of opportunity. Upon leaving within 30ft. of a creature's space, the target must succeed a DC 24 Dexterity saving throw or be knocked prone.
Attack(2 actions) The Behemoth can make one attack with its divine claw or tail.
Deafening Roar(2 actions) The Behemoth can unleash a deafening roar. Creatures within 60ft. of the Behemoth that can hear it must succeed a DC 24 Constitution throw. On a failed saving throw, affected creatures are considered to be deafened and frightened until the end of its next turn.
Titanic Resilience(3 actions) The Behemoth can end one spell effect or status condition on itself.