Behemothian (3.5e Template)

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Author: Eiji-kun (talk)
Date Created: 3-4-13
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Behemothian

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 Colossal+, or Titanic if using expanded size categories.

Table: Titanic Creature Size and Scale
Size
Category
Attack and
AC Modifier
Special Attacks
Modifier1
Hide
Modifier
Height or
Length2
Weight3 Space4 Natural Reach4 Carrying Capacity Mulitplier
Tall Long Biped Quadruped
Titanic −16 +20 −20 128 ft.–256 ft. 1024 tons–8192 tons 60 ft. 60 ft. 30 ft. ×32 ×48
  1. This modifier applies to the bull rush, grapple, overrun, and trip special attacks.
  2. Biped's height, quadruped's body length (nose to base of tail)
  3. Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more. A gaseous creature will weigh much less.
  4. These values are typical for creatures of the indicated size. Some exceptions exist.

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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): A behemothian creature gains the trample ability.

Special Qualities

Damage Reduction (Ex): 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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): 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).

Table: Expanded Changes to Statistics by Size
Old Size1 New Size Str Dex Con Natural
Armor
AC/
Attack
Fine Diminutive Same –2 Same Same –4
Diminutive Tiny +2 –2 Same Same –2
Tiny Small +4 –2 Same Same –1
Small Medium +4 –2 +2 Same –1
Medium Large +8 –2 +4 +2 –1
Large Huge +8 –2 +4 +3 –1
Huge Gargantuan +8 Same +4 +4 –2
Gargantuan Colossal +8 Same +4 +5 –4
Colossal Titanic +16 Same +4 +6 –8
  1. Repeat the adjustment if the creature moves up more than one size.

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

+N/A


Rat of Really Unusual Size (Behemothian Dire Rat)
Size/Type: Titanic Animal
Hit Dice: 1d8+222 (226 hp)
Initiative: +0
Speed: 60 ft. (8 squares), climb 40 ft.
Armor Class: 21 (+27 natural, -16 size), touch -16, flat-footed 21
Base Attack/Grapple: +0/+46
Attack: Bite +10 melee (6d6+26 plus disease)
Full Attack: Bite +10 melee (6d6+26 plus disease)
Space/Reach: 60 ft/30 ft
Special Attacks: Disease (DC 23), Shake Off, Titanic Blow, Titanic Stomp (DC 36)
Special Qualities: DR 10/magic or siege weapons, Low-light Vision, Massive Body, Resist Acid/Cold/Elec/Fire/Sonic 10, Scent, Worldshaker
Saves: Fort +24, Ref +9, Will +10 (+4 vs poison)
Abilities: Str 62, Dex 11, Con 34, Int 1, Wis 12, Cha 4
Skills: Climb +34, Hide +5, Listen +4, Move Silently +1, Spot +4, Swim +34
Feats: Alertness, Great FortitudeB, Weapon FinesseB
Environment: Any
Organization: Solitary or 11-20 Dire Rats
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 2-3 HD (Titanic); 4-6 HD (Macro-Fine)
Level Adjustment:


What are the rats eating in this flogging sewer? Cheese? Where are they getting cheese that turns them into these freaking RORUS!

The Rat of Really Unusual Size (Behemothian Dire Rat or RORUS) is a freak occurrence of titanic spark occurring in your normal dire rat. Already too large for a rat, the RORUS towers over most buildings and dwarfs former predator, resulting in a bold and ravenous monster seeking endless nourishment.

Because the RORUS has increased in size seven times, its effective HD is 22.

Combat

Rats of truly terrifying size, they are usually unable to fit in their sewer homes and quickly rampage across the surface, trying to feed their proportionally large appetites.

Disease (Ex): Filth fever—bite, Fortitude DC 23, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Massive Body (Ex): 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.

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

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

Titanic Stomp (Ex): As a standard action the behemothian dire rat can strike at the ground and cause opponents to tumble down. All opponents within a 20 foot burst must make a Reflex save (DC 36) or fall down prone and take 9d4 nonlethal damage, save negates.

Trample (Ex): A behemothian dire rat gains the trample ability. It deals 6d6+39 damage, Reflex DC 36.

Worldshaker (Ex): 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.

Skills: Behemothian dire rats have a +8 racial bonus on Swim checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Behemothian dire rats can choose use their Dexterity modifier for Climb and Swim checks, but rarely do thanks to their massively increased strength.




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Eiji-kun's Homebrew (5605 Articles)
Eiji-kunv
AlignmentAlways Neutral +
AuthorEiji-kun +
Challenge Rating9 +
EnvironmentAny +
Identifier3.5e Template +
Level AdjustmentN/A + and — +
RatingUnrated +
SizeColossal + and Titanic +
SummaryTowering 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. +
TitleBehemothian +
TypeAnimal +