Behemothian (3.5e Template)

Behemothian
Summary::Towering over all others, behemothian creatures are of massive size and scale. These giant creatures of legend supposedly walked the ancient earth in times long past.

In distant past giants ruled, and before them the titans towered over all. Among the titans, born with the same quasi-divine spark as the titans, were creatures of other lands. These beings grew to massive size and devastated the land around them, for their appetites and territories grew with their bulk. The gods had banished or slain such beings long ago, but every so often one is born and returns to dominate the world.

Creating a Behemothian Creature
This is an inherited template which can be added to any creature.

Size and Type
The creature retains the same type, but its size becomes Size::Colossal+, or Titanic if using expanded size categories.

Speed
The creature's gains a +20 foot bonus on all movement speeds, up to a maximum of twice their movement speed. A flying creature's maneuverability drops by one for every two size categories it increases by.

Armor Class
The behemothian gains a natural armor bonus as shown on Table: Expanded Changes to Statistics by Size (see below), or enough to bring it to AC equal to its CR + 13, whichever is higher.

Attack
If the creature had no natural weapons previously, it gains a slam attack which deals 6d6 plus strength modifier in damage.

Special Attacks
Shake Off : If a smaller being is climbing a behemothian creature, the behemothian can shake it off as a move action by vibrating its body violently. The behemothian creature makes a a check of the creature's BAB + Strength, opposed by the grappling creature's climb check. If successful, the behemothian creature throws off the climbing opponent, launching them 1d6x10 feet in a random direction and dealing appropriate falling damage.

Titanic Blow : Every hit from the behemothian creature is like getting hit with a ton of bricks. A behemothian creature which strikes in melee can choose to make a free bull rush attempt without provoking. If successful, the creature is knocked back without the behemothian creature needing to follow it, and falls prone in its spot. Stability bonuses apply.

Titanic Stomp : As a standard action the behemothian creature can strike at the ground and cause creatures to tumble down. All creatures within a 20 foot burst must make a Reflex save (DC 10 + 1/2 HD + Strength modifier) or fall down prone and take 1d4 nonlethal damage per CR, save negates.

Trample : A behemothian creature gains the trample ability.

Special Qualities
Damage Reduction : All behemothian creatures have DR 10/magic or siege weapons due to sheer size and bulk. Traditional weapons simply do not deal enough damage.

Energy Resistance : Sheer size grants an amount of protection from the elements. Behemothian creatures have energy resistance 10 to all energy damage (acid, cold, electric, fire, and sonic).

Giant Toughness : For each size category the creature increased from this template, the behemothian creature gains an extra +30 bonus hp, and is considered to have +3 more HD for the purposes of spells and effects which are based on HD.

Massive Body : The massive body of a behemothian creature makes it immune to death from massive damage and death effects. It also gains a +4 bonus on saves against poison.

Its massive body is also a downside, as creatures three sizes or smaller (Large or smaller) can scale its body as if it were mobile terrain. Such creatures can make a grapple check against a DC of 20 to grab on. The smaller creature is considered grappling but the behemothian creature is not. The smaller creature enjoys soft cover while in this space but is also typically flatfooted. A behemothian creature can dislodge the climbing offending creature with its Shake Off ability, or by making a successful grapple and pin attempt against its climbing adversary.

Finally its massive bulk reduces the effect of spells and effects affecting it. There's just too much to effect. For each size category the creature rises by, the creature gains a +1 circumstance bonus to all saving throws.

Worldshaker : The sheer size of a behemothian creature causes the ground to quake as it passes. All those within 10 feet of a moving or burrowing behemothian creature must make DC 15 Balance checks, or fall prone. No matter how many times a behemothian creature passes a creature need only make the check once.

Flying behemothian creatures that fly with wings have a similar effect, but instead create a billowing windstorm around them which duplicates the effect of severe wind in 10 feet while it is flying by or hovering.

Swimming behemothian creatures also disrupt their environment. All those within 10 feet have the water churned into stormy water (a DC 20 Swim check) if not already worse.

Abilities
Apply the changes to ability score associated with a creature changing size, as seen on Table: Expanded Changes to Statistics by Size (see below).

Feats
Behemothian creatures gain Great Fortitude as a bonus feat.

Organization
Solitary, or with previous species as appropriate.

Challenge Rating
+2 CR plus +1 CR for each size increase.

Level Adjustment
+Level Adjustment::N/A