Behemoth King (3.5e Creature)

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Behemoth King
Size/Type: Colossal Dragon
Hit Dice: 80d12+2786 (3306 hp)
Initiative: +7
Speed: 60ft (12 squares)
Armor Class: 54 (-16 size, +7 dex, +33 natural, +20 deflection), touch 21, flat-footed 47
Base Attack/Grapple: +80/+113
Attack: Claw +57 melee (4d6+14), or Gore +55 melee (3d8+40), or Bite +57 melee (4d8+27), or Slam/Crush +55 melee (4d8+40), or Tail-slap +55 (4d6+40), or Tail-sweep +53 (2d8+40)
Full Attack: 2 Claws +57 melee (3d6+14) and Gore +53 melee (3d8+40) and Bite +52 melee (2d8+27), or Slam/Crush +55 melee (4d8+40) and Gore +53 melee (3d8+40) and Bite +52 melee (2d8+27)
Space/Reach: 30ft/20ft (30ft with bite)
Special Attacks: Breath Weapon, Improved Grab, Swallow Whole, Trample, spell-like abilities, Summon Primal
Special Qualities: Frightful Presence, damage reduction 30/epic, spell resistance 30 fast healing 15, Greater Barrier, Woodland Stride
Saves: Fort +45, Ref +45, Will +45
Abilities: Str 65, Dex 15, Con 57, Int 56, Wis 57, Cha 56
Skills:
Feats: Multiattack, Power Attack, Improved Bull Rush, Awesome Blow, Weapon Focus (Bite), Epic Weapon Focus (Claw), Improved Overrun, Spell Penetration
Environment: cold forest
Organization: solitary
Challenge Rating: 57
Treasure: none
Alignment: always Neutral
Advancement: none
Level Adjustment: N/A

FFXII-BehemothKing.jpg

A truly colossal reptile lumbers out from the enormous redwoods. The beast's scales are a metallic violet, and a large fin runs down its back. Its silver-haired head is framed by a pair of segmented horns, and its maw is filled with countless rows of teeth. Its long, fishlike tail easily decimates the towering trees as it rears up on its hind legs and bellows at you.

The Behemoth King is arguably the most powerful of the non-true dragons in existence, possessing levels of force equal to that of a prismatic dragon. It is revered by some as a Guardian of the forest, savagely attacking all those who disturb the balance and sanctity of the wood. The Behemoth King will aid druids of any alignment, should they travel within its domain.

The Behemoth King is 80 feet long from its horns to the end of its tail, and is 20 feet tall. It weighs 35 tonnes. It typically walks on all four legs, although it will rear up from time to time for the purpose of inspiring terror.

The Behemoth King can speak Common, Draconic and Druidic.

Combat[edit]

In combat the Behemoth King will discern which party members are focused on physical attacks and spellcasting, and respond with the opposing force (ie, will pummel wizards with physical attacks, or rain spells down upon a fighter). Should it note that this strategem doesn't prove fruitful, it will swich tactics, alternating between physical and magical attacks on one or several targets at a time.

Breath Weapon (Su): The Behemoth King has three different breath weapons at its disposal--a cone of fire, a line of lightning, and a cone of cold. Each one inflicts 100d10; the range for both the fire and cold breath weapons is 90 feet, while the line of lightning's range is 160 feet. The DC for all three is 97.

Spell-like Abilities (Su): the Behemoth King can cast the following Druidic spell-like abilities, with DC 80+ spell level, at Caster-Level 95:

Summon Primal (Su): Once every 5 minutes, the Behemoth King may summon a primal elemental to aid it in combat. There is a 5% chance of failure. A successful summoning allows the Behemoth King to call on a primal of its choosing. The primal will assist the Behemoth King to the best of its ability for three hours, or until dismissed.

Greater Barrier (Su): Once the Behemoth King has been reduced to 2000 hp or less, it automatically creates a powerful energy shield with which it surrounds itself. The field results in the following:

  • Damage Reduction 200/-
  • An additional +1000 to its deflection modifier
  • Damage Resistance: All damage dealt to the Behemoth King, after being subject to damage reduction, is reduced to 1/200th
  • Spell Resistance 4000

Dispel Magic has no effect on this ability, and an antimagic field will only surpress it for 1 round, after which the antimagic field itself collapses unless the caster makes a DC 100 will save.


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