A behemoth is a gigantic reptilian beast that relies on its size and ferocity to drive off enemies or kill its prey.
Leatherwing Behemoth
Leatherwing behemoths make their roosts atop rocky spires or on sheer cliff faces, where they have a great vantage point from which to dive down upon their enemies. These surly creatures are often tamed and used as winged mounts by primitives and savages.
| Leatherwing Behemoth
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Level 8 Skirmisher
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| Large natural beast (mount, reptile)
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XP 350
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| Initiative: +7
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Senses: Perception +6
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| HP: 90
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Bloodied: 45
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| AC: 22
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Fort: 24
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Reflex: 26
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Will: 18
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| Speed: 2 (clumsy), fly 8, overland flight 14
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Claw (standard; at-will)
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| +13 vs. AC; 2d8 + 5 damage.
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Flyby Attack (standard; at-will)
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| The leatherwing behemoth flies up to 8 squares and makes one melee basic attack at any point during that movement. The leatherwing behemoth doesn't provoke opportunity attacks when moving away from the target of the attack.
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| Agile Flier (while mounted by a friendly rider of 8th level or higher; at-will) ✦ Mount
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| The leatherwing behemoth's rider gains a +2 bonus to AC against opportunity attacks. While in air, the rider also gains a +2 bonus to ranged attack rolls against creatures on the ground.
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| Alignment: Unaligned
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Languages: -
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| Skills: Endurance +4
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| STR: 18 (+8)
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DEX: 22 (+10)
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WIS: 10 (+4)
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| CON: 18 (+8)
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INT: 2 (+0)
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CHA: 4 (+1)
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Leatherwing Behemoth Tactics
A leatherwing behemoth is very clumsy on land, so will prefer to stay in the air and swoop back and forth at its targets. If tamed, its rider may be wielding spears or harpoons so as to attack from a distance.
Oceanhulk Behemoth
Oceanhulk behemoths reside primarily in the water, but breathe air. When they surface, with their long necks and tails, they are often mistaken for great sea serpents.
| Oceanhulk Behemoth
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Level 8 Brute
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| Huge natural beast (mount, reptile)
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XP 350
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| Initiative: +6
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Senses: Perception +5
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| HP: 112
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Bloodied: 56
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| AC: 20
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Fort: 22
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Reflex: 21
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Will: 18
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| Speed: 1 (clumsy), swim 8
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Bite (standard; at-will)
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| Reach 2; +11 vs. AC; 3d6 + 3 damage.
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Predatory Charge (standard; usable only while the oceanhulk behemoth is not grabbing a creature; at-will)
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| The oceanhulk behemoth charges and makes the following attack in place of a melee basic attack: +13 vs. AC; 2d8 + 4 damage, and the target is grabbed. When the grab ends, the target takes ongoing 5 damage (save ends).
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Savage (standard; at-will)
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| Targets a creature grabbed by the oceanhulk behemoth; no attack roll; 2d6 + 3 damage.
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| Deft Swimmer (while mounted by a friendly rider of 8th level or higher; at-will) ✦ Mount
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| The oceanhulk behemoth's rider gains a +2 bonus to AC against opportunity attacks. While in water, the rider also gains a +2 bonus to attack rolls against creatures without a swim speed.
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| Waterborn
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| While in water, an oceanhulk behemoth gains a +2 bonus to attack rolls against any creature without a swim speed.
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| Alignment: Unaligned
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Languages: -
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| Skills: Endurance +8
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| STR: 26 (+12)
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DEX: 14 (+6)
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WIS: 13 (+5)
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| CON: 22 (+10)
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INT: 2 (+0)
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CHA: 9 (+3)
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Oceanhulk Behemoth Tactics
An oceanhulk behemoth grabs its prey in its powerful jaws and savages them mercilessly. It must surface to breathe every so often, however.
Slashclaw Behemoth
Slashclaw behemoths are no less bad-tempered and vicious than other behemoths. Carnivores in tooth and claw, they are terrifying to encounter.
| Slashclaw Behemoth
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Level 9 Skirmisher
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| Large natural beast (mount, reptile)
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XP 400
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| Initiative: +11
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Senses: Perception +13
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| HP: 100
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Bloodied: 50
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| AC: 22
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Fort: 24
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Reflex: 21
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Will: 20
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| Speed: 12
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Claw (standard; at-will)
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| +14 vs. AC; 2d8 + 6 damage.
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| Rapid Velocity (minor; at-will)
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| The slashclaw behemoth shifts 2 squares.
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| Combined Attack (while mounted by a friendly rider of 9th level or higher; at-will) ✦ Mount
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| When the slashclaw behemoth's rider makes a melee attack against a target, the slashclaw behemoth can make a claw attack against the same target.
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| Clever Hunter
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| The slashclaw behemoth deals an extra 1d8 damage if its target is being flanked by another slashclaw behemoth.
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| Swiftfooted
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| The slashclaw behemoth ignores difficult terrain and speed penalties for squeezing.
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| Alignment: Unaligned
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Languages: -
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| Skills: Stealth +13
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| STR: 18 (+8)
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DEX: 20 (+9)
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WIS: 14 (+6)
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| CON: 20 (+9)
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INT: 7 (+2)
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CHA: 10 (+4)
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Slashclaw Behemoth Tactics
Slashclaws hunt in packs, with one often acting as a distraction so the other members of the pack can move in from the side. They use their clever hunter and swiftfooted to evade attacks and outmaneuver their prey.
Beastking Behemoth
The undisputed lord of the behemoths, this nigh-unstoppable carnivore primarily feasts on other behemoths, but would not pass up an exception. Revered by some primitive races as a living incarnation of a god, they are rarely tamed - but when one is, it is the mightiest of war beasts.
| Beastking Behemoth
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Level 14 Elite Brute
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| Huge natural beast (mount, reptile)
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XP 2,000
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| Initiative: +7
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Senses: Perception +7
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| HP: 270
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Bloodied: 135
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| AC: 26
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Fort: 32
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Reflex: 26
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Will: 24
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| Speed: 8
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Bite (standard; at-will)
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| +17 vs. AC; 3d8 + 6 damage.
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Roar (standard; at-will) ✦ Fear, Thunder
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| Close blast 5; +13 vs. Will; 1d10 + 4 thunder damage, and the target takes a -2 penalty to all defenses until the end of the beastking behemoth's next turn.
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Tail Sweep (standard; recharge )
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| Close blast 3; targets enemies; +13 vs. Reflex; 2d6 + 6 damage, and the target is knocked prone if it is Medium size or smaller.
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Trample (standard; at-will)
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| The beastking behemoth can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the beastking behemoth must end its move in an unoccupied space. When it enters an enemy's space, the beastking behemoth makes a trample attack: +13 vs. Reflex; 2d6 + 6 damage, and the target is knocked prone.
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| Terror Lord (while mounted by a friendly rider of 14th level or higher; at-will) ✦ Mount
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| The beastking behemoth's rider gains a +8 bonus to fear saves.
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| Alignment: Unaligned
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Languages: -
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| Skills: Endurance +10, Intimidate +16
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| STR: 28 (+16)
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DEX: 12 (+8)
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WIS: 15 (+9)
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| CON: 21 (+12)
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INT: 2 (+3)
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CHA: 8 (+6)
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Beastking Behemoth Tactics
A Beastking behemoth stuns its foes with its roar and then savages them with its bite. It uses tail sweep if surrounded.
Whiptail Behemoth
The biggest of all behemoths, sporting a tremendously long neck and tail, the whiptail behemoth is something of a peaceful grazer most of the time. But when threatened it is frighteningly dangerous, capable of crushing smaller creatures under its feet.
| Whiptail Behemoth
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Level 18 Brute
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| Gargantuan natural beast (mount, reptile)
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XP 5,000
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| Initiative: +13
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Senses: Perception +12
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| HP: 440
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Bloodied: 220
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| AC: 31
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Fort: 33
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Reflex: 30
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Will: 29
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| Speed: 7
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Slam (standard; at-will)
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| Reach 3; +21 vs. AC; 3d8 + 6 damage.
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Tail Sweep (standard; recharge )
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| Close blast 5; targets enemies; +13 vs. Reflex; 3d10 + 8 damage, and the target is knocked prone if it is Large size or smaller.
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Trample (standard; at-will)
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| The whiptail behemoth can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the whiptail behemoth must end its move in an unoccupied space. When it enters an enemy's space, the whiptail behemoth makes a trample attack: +17 vs. Reflex; 3d6 + 8 damage, and the target is knocked prone.
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| High Vantage (while mounted by a friendly rider of 18th level or higher; at-will) ✦ Mount
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| The whiptail behemoth's rider gains a +2 bonus to AC. The rider also gains a +2 bonus to ranged attack rolls.
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| Alignment: Unaligned
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Languages: -
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| Skills: Endurance +14
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| STR: 30 (+19)
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DEX: 14 (+11)
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WIS: 16 (+12)
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| CON: 24 (+16)
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INT: 2 (+5)
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CHA: 8 (+8)
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Whiptail Behemoth Tactics
When under threat, the whiptail behemoth will use its slam on anything within range. If pushed or panicked, it will use its trample to simultaneously move away from the threat and crush it into the ground.