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My newest high level monster. 
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Joined: Mon May 01, 2006 7:00 am
Posts: 20495
Location: Arizona and St Louis
Post My newest high level monster.
OK, barring any feedback that changes my mind, and improving my word usage, I think I am now done.

The Behemoth (aka The Beast of Destruction)
Size: Huge (30+ feet long, plus a tail equal to half its body length) Height from ground to dorsal is 15' or more. Its width is 20 feet or more.
HD: 14 and higher
AC: 24 and higher
HP: (d12) 140 and higher
Saves: M and P
Speed: 40 on land, Burrow 20.
Attacks: Bite (5d10 Damage), Claw (4d8), Trample (8d10) (4d10 structural), Tail (4d6)
Specials: See below

This is a monstrously large creature, with heavy scale like plating for its hide. It is a dark rust red in color, because its hide does have a high iron content. Its eyes are a solid black. It appears to be lizard/reptile like, so may be some how related to dragons, etc... Fortunately it does not fly, but it can burrow at half its ground movement speed.

This creature seems to be heavy even for its immense size. The ground shakes as it moves within a 50 foot radius of any location. If anyone approaches or gets caught up in this radius they must make a DEX check to remain on their feet, or fall prone. CL=half of creatures HD, so 7+.

Walls of huts, houses, barns and the like will start to crack and crumble, but not collapse, as this creature approaches within 100 feet, and be completely flattened if the creature walks over or through it. Interiors of any structure within this 100 foot radius will suffer damage as if experiencing a severe Earthquake. So anything not fixed in place will fall over, objects will fall off of shelves, and so on.

Defensive walls of cities and castles will crack and crumble to a much lesser degree, but suffer similar effects within to what happens within homes, etc..., and if the creature decides to go through any such walls, or structures, it will do so at its burrowing rate of movement, destroying the structure, leaving a path equal to the creatures width, plus roughly an additonal 10 feet to each side of the creature, so a minimum of a 40 foot wide path of devastation.


This creature is very, very tough. Its hard to effectively hit (AC 24 or more), is completely immune to electrical attacks, and versus fire attacks it is only harmed if it fails its Save. If it makes its save versus a Fire attack, it is actually healed, as the fire will actually cause its hide to melt and reseal its wounds, equal to half the damage of the full attack damage rolled. So if 30 points of damage was rolled, and it saves, it will heal for 15 HP. If these creatures enter into lava, they will REGENERATE 5 HP/round. It is also highly resistant to cold attacks, taking only half damage on failed saves, and quarter damage on successful Saves. Only Acid based attacks damage this thing normally.

Edged weapons, such as Swords, axes, daggers, and arrows, only do half their die in damage, but still get full value of any additonal bonus', such as STR and magic.
Blunt weapons, such as Hammers, maces, and the like, do normal damage.
However, only magical weapons can hit, but it can be magic such as a Bless or Prayer spell, to enable the weapons to inflict damage.

This creature is not effected by any "mind" spells, such as Charm Monster, Fear, and so on.

If a creature is Trampled by this monster, for every 5 feet of the monster that passes over the Trampled target(s), they must make a STR or CON save to avoid having a bone broken for each failed save. CL=HD of creature. So if the full 30 feet of the creature "tramples" a given target creature, they must make 6 such saves. For each failed save, a significant bone is broken, such as a upper or lower leg bone, skull, 2 to 4 ribs, etc... CK will have to adjudicate penalites to movement, etc... Any critical failures will be compound fractures, and the limb with be completely useless, skulls will cause loss of consciousness, ribs will cause serious loss of breathing, and so on. If Crit rules are not used, obvously ignore all of this. Regardless, for each failed save, add an additonal D6 of damage to the base Trample damage dice rolled.

If a creature of 15 feet or less in height is bitten by this creature, it will be swallowed if the unmodified roll is a 15 or higher, suffering the same challenges and damage as if swallowed by a Purple Worm (refer to Purple Worm entry).

The Behemoth can cast the following spells as a Druid of a level equal to its own HD, at will, as many times per day as it desires.

Spike Stones
Wall of Thorns
Summon Elemental Swarm (Earth Elementals only)


Communes, Divinations, and the like have revealed that these creatures pretty much literally "come from the Earth", and are a way to undo the creations and destruction of humanoids and return the world to a more "natural state", which is further proven by how quickly nature will re establish itself in the wake of this creatures destruction. For example, the last "attack" of such a creature was completely covered over by plant life within 6 months of its occurance, and any rebuilding that took place had to do much more work to keep the destroyed areas clear of encroaching plants until the walls were rebuilt, etc... So this creatures power comes from very primal sources.

We also know that when the creature is destroyed, and only destroying them will stop them, and not harvested, that the area its carcass is in, out to a mile radius from it, will become a very rich area of growth, and that within a few weeks a natural spring will appear. These areas also tend to attract a number of Sylvan creatures. So Druids will usually strongly discourage the harvesting/desecration of the carcass of these creatures, as the Druids, rightfully, see these as manifestations of Nature itself. Since these creatures tend to yield a wealth of metals, minerals, and magical resources, ugly battles usually ensue. When the Druids are victorious, the carcass remains, and the Druids turn the location into a holy site. When the Druids lose, the carcass gets its wealth harvested, and no rich natural area results.

What does such a carcass yield?
Mithril ore, that once smelted will yield 2d4 pounds of Mithril
Admantine ores, that once smelted will yield 1d6 pounds of Adamantium.
Iron ore, that once smelted, will yield 1d6 tons, yes tons, of Iron, that can then be turned into the best quailty steel.
Gold Ore, that once processed will yield 1000 + 10d100 pounds of the purist gold.
Silver ore, that once processed will yield 5,000 + 5d20 pounds of the purist Silver
Mercury, aka liquid silver, 500 + 2d100 pounds of it.
Gem grade crystals that will yield, in the hands of a Jeweler:
Rubies (which are Sapphires)
Sapphires of all colors
Spinels of all colors
Tourmalines of all colors
Beryls of all colors (Aquamarines and Emeralds being the most coveted)
Topaz' of all colors
Garnets of red, green, orange or yellow shades.
2d6 crystals of each will be found, and EACH crystal will be capable of yielding 1d6 cut gems worth a base of 1,000 GP each, assuming the jeweler goes for the largest cuts possible. Which they almost always do, since that is the best way to maximize value.
Massive amounts of copper based semi precious ores will be found as well, predominantly Malachite and Lapis Lazuli, typically 500+ 10d100 pounds of each.
Ichors that have been found to be very effective ingredients in healing potions and great for inscribing healing related spells into books and onto scrolls.(Game effect determined by CK, I suggest potions be of maximum potency/effect, and spells be of similar potency) Typically 2d100 gallons are recovered, valued at 1000 GP per gallon.

So as you can see, many people will resist letting the Druids just leave the carcass alone.

Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

Sun Feb 05, 2017 9:45 pm
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