03-06-2017, 12:15 PM
(This post was last modified: 07-21-2017, 09:11 AM by Fortheseen.)
[color=#ffffff]Behemoth Family[/color]
Behemoth
Behemoths resemble huge bulls with overly developed muscles. They have dark purple carapaces and curved obsidian horns. Their eyes crackle with florescent energy, as they froth violently at the mouth.
CR 13 XP 25600
N Huge Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +28
AC 23, touch 8; flat-footed 23(+15 natural, -2 size)
hp 255(22d10 +134)
Fort +18, Ref +15, Will +10
Speed 40 ft.
Melee 2 Claws +27(1d8+9), Gore +26(2d6+9)
Space 15 ft.; Reach 10 ft.
Special Attacks Impale, Shock Wave, Thunderbolt
Str 28, Dex 11, Con 20, Int 6, Wis 12, Cha 8
Base Atk +22; CMB +32; CMD 42
Feats Alertness, Charge Through, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus(Gore)
Skills Acrobatics +25, Climb +32, Perception +28, Survival +23
Impale(Ex)
When charging, a behemoth deals double damage with horns.
Shock Wave(Su)
3/day, a behemoth can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are puches back 5 feet per 10 damage sustained, Reflex(DC 19), for half damage, status effect negation, and stops being pushed back. Blue mages may learn this ability as a 4th level spell(DC 23).
Thunderbolt(Su)
Once every 1d4 rounds, a behemoth can discharge a large lightning storm within 120 ft. and in a 40-ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with Static status effect for 1d4 rounds, Fortitude save(DC 20) for half damage and negates the status effect. Blue mages may learn this ability as a 5th level spell(DC 25).
Dark Behemoth
Dark Behemoths resembles black huge bulls with overly developed muscles. They have dark carapaces and curved obsidian horns. Their eyes crackle with florescent energy, as they froth violently at the mouth. Beware, once a dark behemoth falls it likes to takes its foes along with it.
CR 18 XP 153600
N Huge Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +37
AC 32, touch 10; flat-footed 30(+22 natural, +2 dex, -2 size)
hp 371(29d10 +240)
Fort +24, Ref +20, Will +13
Immune Silence & death affecting-effects
Speed 40 ft.
Melee 2 Claws +36(2d6+11), Gore +35(2d8+11)
Space 15 ft.; Reach 10 ft.
Special Attacks Death befalls Meteor, Impale, Magnitude 8, Shock Wave, Thunderbolt
Str 32, Dex 14, Con 26, Int 6, Wis 16, Cha 8
Base Atk +29; CMB +42; CMD 54
Feats Alertness, Charge Through, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack(Claw & Gore), Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Vital Strike, Weapon Focus(Gore)
Skills Acrobatics +34, Climb +40, Perception +37, Survival +32
Death befalls Meteor(Su)
Once a king behemoth reaches below 0 health, the king behemoth calls forth a Meteor(DC 27 Reflex save) on who ever struck the killing blow.
Impale(Ex)
When charging, a behemoth deals double damage with horns.
Magnitude 8(Su)
Once every 1d4 rounds, a dark behemoth can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make reflex save(DC 27) for half damage and negates the status effect. Blue mages may learn this ability as a 9th level spell (DC 33).
Shock Wave(Su)
5/day, a dark behemoth can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are puches back 5 feet per 10 damage sustained, Reflex(DC 22), for half damage, status effect negation, and stops being pushed back. Blue mages may learn this ability as a 4th level spell(DC 23).
Thunderbolt(Su)
Once every 1d2 rounds, a dark behemoth can discharge a large lightning storm within 120 ft. and in a 40-ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with Static status effect for 1d4 rounds, Fortitude save(DC 23) for half damage and negates the status effect. Blue mages may learn this ability as a 5th level spell(DC 25).
King Behemoth
King Behemoths resembles yellow huge bulls with overly developed muscles. They have yellow carapaces and curved obsidian horns. Their eyes crackle with florescent energy, as they froth violently at the mouth. Beware, once a king behemoth falls it likes to takes its foes along with it.
CR 16 XP 76800
N Huge Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +33
AC 29, touch 9; flat-footed 28(+20 natural, +1 dex, -2 size)
hp 314(26d10 +189)
Fort +22, Ref +18, Will +12
Speed 40 ft.
Melee 2 Claws +32(2d6+10), Gore +31(2d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks Death befalls Meteor, Impale, Shock Wave, Thunderbolt
Str 30, Dex 12, Con 24, Int 6, Wis 14, Cha 8
Base Atk +26; CMB +38; CMD 49
Feats Alertness, Charge Through, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack(Claw), Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus(Gore)
Skills Acrobatics +30, Climb +36, Perception +33, Survival +28
Death befalls Meteor(Su)
Once a king behemoth reaches below 0 health, the king behemoth calls forth a Meteor(DC 26 Reflex save) on who ever struck the killing blow. If silenced this affect does nothing.
Impale(Ex)
When charging, a behemoth deals double damage with horns.
Shock Wave(Su)
5/day, a king behemoth can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are puches back 5 feet per 10 damage sustained, Reflex(DC 21), for half damage, status effect negation, and stops being pushed back. Blue mages may learn this ability as a 4th level spell(DC 23).
Thunderbolt(Su)
Once every 1d3 rounds, a king behemoth can discharge a large lightning storm within 120 ft. and in a 40-ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with Static status effect for 1d4 rounds, Fortitude save(DC 22) for half damage and negates the status effect. Blue mages may learn this ability as a 5th level spell(DC 25).
Kuza Beast
A formidable foe with large horns that positively crackle with electricity. It's a distance cousin of the behemoth with more of yellow tint to it.
CR 14 XP 38400
N Huge Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +28
AC 25, touch 8; flat-footed 25(+17 natural, -2 size)
hp 255(22d10 +134)
Fort +18, Ref +15, Will +10
Resist lightning 15
Speed 40 ft.
Melee 2 Claws +27(1d8+9), Gore +26(2d6+9)
Space 15 ft.; Reach 10 ft.
Special Attacks Fists of Lightning and Thunder, Impale, Thunderbolt
Str 28, Dex 11, Con 20, Int 6, Wis 12, Cha 8
Base Atk +22; CMB +32; CMD 42
Feats Alertness, Charge Through, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +25, Climb +32, Perception +28, Survival +23
Fists of Lightning and Thunder(Su)
3/day, a kuza beast can cause its natural attacks to do either lightning or thunder damage(caster's choice). A lightning attack deals an additional 3d6 points of lightning damage, and the resulting flash blinds the target for 2d6 rounds, a successful Fortitude save(DC 18) negates the blindness. A thunder attack deals an additional 3d6 points of sonic(non-elemental) damage, and the resulting thunderclap deafens the target for 2d6 rounds, a successful Fortitude save(DC 18) negates the deafness. Blue mages may learn this ability as a 3rd level spell(DC 21).
Impale(Ex)
When charging, a kuza beast deals double damage with horns.
Thunderbolt(Su)
Once every 1d4 rounds, a kuza beast can discharge a large lightning storm within 120 ft. and in a 40-ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with Static status effect for 1d4 rounds, Fortitude save(DC 20) for half damage and negates the status effect. Blue mages may learn this ability as a 5th level spell(DC 25).
Kuza Kit
A beast wreathed in lightning and specializes in thunder attacks. It represents a younger version of a kuza beast.
CR 6 XP 2400
N Large Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +10
AC 19, touch 9; flat-footed 19(+10 natural, -1 size)
hp 95(9d10+46)
Fort +10, Ref +6, Will +4
Resist lightning 5
Speed 30 ft.
Melee 2 Claws +13(1d6+6), Gore +12(1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Electric Shock, Impale
Str 22, Dex 10, Con 18, Int 6, Wis 12, Cha 8
Base Atk +9; CMB +16; CMD 26
Feats Improved Overrun, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +8, Climb +12, Perception +10, Survival +7
Electric Shock(Su)
A kuza kit can send an electric jolt at a single target within 5 feet. This attack deals 2d8 points of lightning damage to the target and a successful Reflex save(DC 16) halves damage. Blue mages may learn this ability as a 2nd level spell(DC 19).
Impale(Ex)
When charging, a kuza kit deals double damage with horns.
Zaghnol
A brownish red bull-like creature with a blue mohawk running down its back specializes in thunder attacks.
CR 6 XP 2400
N Large Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +9
AC 19, touch 11; flat-footed 17(+2 dex, +8 natural, -1 size)
hp 85(8d10+42)
Fort +10, Ref +6, Will +3
Resist lightning 10
Weakness Water
Speed 30 ft.
Melee 2 Gores +15(1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Electrocute, Impale
Str 22, Dex 14, Con 18, Int 6, Wis 12, Cha 8
Base Atk +9; CMB +16; CMD 28
Feats Improved Overrun, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +7, Climb +11, Perception +9, Survival +6
Electrocute(Su)
Once every 1d2 rounds, a zaghnol charges themselves up with electricity with varying effects. To determine the effect, roll a 1d10: 1 for Thunder, 2 to 4 for Thunder II, 5 to 6 for Defensive Shock, 7 to 8 for Elemental Touch(lightning), 9 for Thundara, & 10 for Thunder III. The caster can decide who they want to target once they know the result and if they don't like their result they can cancel the affect but must spend the MP cost and time spent on it. Blue mages may learn this ability as a 2nd level spell(DC 19).
Impale(Ex)
When charging, a zaghnol deals double damage with horns.
Behemoth
Behemoths resemble huge bulls with overly developed muscles. They have dark purple carapaces and curved obsidian horns. Their eyes crackle with florescent energy, as they froth violently at the mouth.
CR 13 XP 25600
N Huge Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +28
AC 23, touch 8; flat-footed 23(+15 natural, -2 size)
hp 255(22d10 +134)
Fort +18, Ref +15, Will +10
Speed 40 ft.
Melee 2 Claws +27(1d8+9), Gore +26(2d6+9)
Space 15 ft.; Reach 10 ft.
Special Attacks Impale, Shock Wave, Thunderbolt
Str 28, Dex 11, Con 20, Int 6, Wis 12, Cha 8
Base Atk +22; CMB +32; CMD 42
Feats Alertness, Charge Through, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus(Gore)
Skills Acrobatics +25, Climb +32, Perception +28, Survival +23
Impale(Ex)
When charging, a behemoth deals double damage with horns.
Shock Wave(Su)
3/day, a behemoth can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are puches back 5 feet per 10 damage sustained, Reflex(DC 19), for half damage, status effect negation, and stops being pushed back. Blue mages may learn this ability as a 4th level spell(DC 23).
Thunderbolt(Su)
Once every 1d4 rounds, a behemoth can discharge a large lightning storm within 120 ft. and in a 40-ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with Static status effect for 1d4 rounds, Fortitude save(DC 20) for half damage and negates the status effect. Blue mages may learn this ability as a 5th level spell(DC 25).
Dark Behemoth
Dark Behemoths resembles black huge bulls with overly developed muscles. They have dark carapaces and curved obsidian horns. Their eyes crackle with florescent energy, as they froth violently at the mouth. Beware, once a dark behemoth falls it likes to takes its foes along with it.
CR 18 XP 153600
N Huge Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +37
AC 32, touch 10; flat-footed 30(+22 natural, +2 dex, -2 size)
hp 371(29d10 +240)
Fort +24, Ref +20, Will +13
Immune Silence & death affecting-effects
Speed 40 ft.
Melee 2 Claws +36(2d6+11), Gore +35(2d8+11)
Space 15 ft.; Reach 10 ft.
Special Attacks Death befalls Meteor, Impale, Magnitude 8, Shock Wave, Thunderbolt
Str 32, Dex 14, Con 26, Int 6, Wis 16, Cha 8
Base Atk +29; CMB +42; CMD 54
Feats Alertness, Charge Through, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack(Claw & Gore), Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Vital Strike, Weapon Focus(Gore)
Skills Acrobatics +34, Climb +40, Perception +37, Survival +32
Death befalls Meteor(Su)
Once a king behemoth reaches below 0 health, the king behemoth calls forth a Meteor(DC 27 Reflex save) on who ever struck the killing blow.
Impale(Ex)
When charging, a behemoth deals double damage with horns.
Magnitude 8(Su)
Once every 1d4 rounds, a dark behemoth can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make reflex save(DC 27) for half damage and negates the status effect. Blue mages may learn this ability as a 9th level spell (DC 33).
Shock Wave(Su)
5/day, a dark behemoth can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are puches back 5 feet per 10 damage sustained, Reflex(DC 22), for half damage, status effect negation, and stops being pushed back. Blue mages may learn this ability as a 4th level spell(DC 23).
Thunderbolt(Su)
Once every 1d2 rounds, a dark behemoth can discharge a large lightning storm within 120 ft. and in a 40-ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with Static status effect for 1d4 rounds, Fortitude save(DC 23) for half damage and negates the status effect. Blue mages may learn this ability as a 5th level spell(DC 25).
King Behemoth
King Behemoths resembles yellow huge bulls with overly developed muscles. They have yellow carapaces and curved obsidian horns. Their eyes crackle with florescent energy, as they froth violently at the mouth. Beware, once a king behemoth falls it likes to takes its foes along with it.
CR 16 XP 76800
N Huge Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +33
AC 29, touch 9; flat-footed 28(+20 natural, +1 dex, -2 size)
hp 314(26d10 +189)
Fort +22, Ref +18, Will +12
Speed 40 ft.
Melee 2 Claws +32(2d6+10), Gore +31(2d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks Death befalls Meteor, Impale, Shock Wave, Thunderbolt
Str 30, Dex 12, Con 24, Int 6, Wis 14, Cha 8
Base Atk +26; CMB +38; CMD 49
Feats Alertness, Charge Through, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack(Claw), Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus(Gore)
Skills Acrobatics +30, Climb +36, Perception +33, Survival +28
Death befalls Meteor(Su)
Once a king behemoth reaches below 0 health, the king behemoth calls forth a Meteor(DC 26 Reflex save) on who ever struck the killing blow. If silenced this affect does nothing.
Impale(Ex)
When charging, a behemoth deals double damage with horns.
Shock Wave(Su)
5/day, a king behemoth can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are puches back 5 feet per 10 damage sustained, Reflex(DC 21), for half damage, status effect negation, and stops being pushed back. Blue mages may learn this ability as a 4th level spell(DC 23).
Thunderbolt(Su)
Once every 1d3 rounds, a king behemoth can discharge a large lightning storm within 120 ft. and in a 40-ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with Static status effect for 1d4 rounds, Fortitude save(DC 22) for half damage and negates the status effect. Blue mages may learn this ability as a 5th level spell(DC 25).
Kuza Beast
A formidable foe with large horns that positively crackle with electricity. It's a distance cousin of the behemoth with more of yellow tint to it.
CR 14 XP 38400
N Huge Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +28
AC 25, touch 8; flat-footed 25(+17 natural, -2 size)
hp 255(22d10 +134)
Fort +18, Ref +15, Will +10
Resist lightning 15
Speed 40 ft.
Melee 2 Claws +27(1d8+9), Gore +26(2d6+9)
Space 15 ft.; Reach 10 ft.
Special Attacks Fists of Lightning and Thunder, Impale, Thunderbolt
Str 28, Dex 11, Con 20, Int 6, Wis 12, Cha 8
Base Atk +22; CMB +32; CMD 42
Feats Alertness, Charge Through, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +25, Climb +32, Perception +28, Survival +23
Fists of Lightning and Thunder(Su)
3/day, a kuza beast can cause its natural attacks to do either lightning or thunder damage(caster's choice). A lightning attack deals an additional 3d6 points of lightning damage, and the resulting flash blinds the target for 2d6 rounds, a successful Fortitude save(DC 18) negates the blindness. A thunder attack deals an additional 3d6 points of sonic(non-elemental) damage, and the resulting thunderclap deafens the target for 2d6 rounds, a successful Fortitude save(DC 18) negates the deafness. Blue mages may learn this ability as a 3rd level spell(DC 21).
Impale(Ex)
When charging, a kuza beast deals double damage with horns.
Thunderbolt(Su)
Once every 1d4 rounds, a kuza beast can discharge a large lightning storm within 120 ft. and in a 40-ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with Static status effect for 1d4 rounds, Fortitude save(DC 20) for half damage and negates the status effect. Blue mages may learn this ability as a 5th level spell(DC 25).
Kuza Kit
A beast wreathed in lightning and specializes in thunder attacks. It represents a younger version of a kuza beast.
CR 6 XP 2400
N Large Magical Beast
Init: +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +10
AC 19, touch 9; flat-footed 19(+10 natural, -1 size)
hp 95(9d10+46)
Fort +10, Ref +6, Will +4
Resist lightning 5
Speed 30 ft.
Melee 2 Claws +13(1d6+6), Gore +12(1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Electric Shock, Impale
Str 22, Dex 10, Con 18, Int 6, Wis 12, Cha 8
Base Atk +9; CMB +16; CMD 26
Feats Improved Overrun, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +8, Climb +12, Perception +10, Survival +7
Electric Shock(Su)
A kuza kit can send an electric jolt at a single target within 5 feet. This attack deals 2d8 points of lightning damage to the target and a successful Reflex save(DC 16) halves damage. Blue mages may learn this ability as a 2nd level spell(DC 19).
Impale(Ex)
When charging, a kuza kit deals double damage with horns.
Zaghnol
A brownish red bull-like creature with a blue mohawk running down its back specializes in thunder attacks.
CR 6 XP 2400
N Large Magical Beast
Init: +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +9
AC 19, touch 11; flat-footed 17(+2 dex, +8 natural, -1 size)
hp 85(8d10+42)
Fort +10, Ref +6, Will +3
Resist lightning 10
Weakness Water
Speed 30 ft.
Melee 2 Gores +15(1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Electrocute, Impale
Str 22, Dex 14, Con 18, Int 6, Wis 12, Cha 8
Base Atk +9; CMB +16; CMD 28
Feats Improved Overrun, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +7, Climb +11, Perception +9, Survival +6
Electrocute(Su)
Once every 1d2 rounds, a zaghnol charges themselves up with electricity with varying effects. To determine the effect, roll a 1d10: 1 for Thunder, 2 to 4 for Thunder II, 5 to 6 for Defensive Shock, 7 to 8 for Elemental Touch(lightning), 9 for Thundara, & 10 for Thunder III. The caster can decide who they want to target once they know the result and if they don't like their result they can cancel the affect but must spend the MP cost and time spent on it. Blue mages may learn this ability as a 2nd level spell(DC 19).
Impale(Ex)
When charging, a zaghnol deals double damage with horns.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.