A hulking beast with two majestic curved horns adorning its head and fish-like fins on its back. A fearsome presence since primeval times, it appears in legends, where it was said to have bared its teeth against a deity of light. Possessed of such unspeakable powers that adventurers have been named saviors of their nations for felling a single behemoth, it is a foe best taken on by only the mightiest of heroes.
Behemoth (CR 13)
N Huge Magical Beast (Mini-Boss)
Init +5; Senses Darkvision 90 ft., low-light vision, scent; Perception +20
AC 28, touch 13; flat-footed 23 (+15 natural, +5 dex, -2 size)
hp 333  (18d10+234)
Fort +23, Ref +16, Will +10
DR 10/adamantine; Immune bleed, curse, daze, nauseating, sickening, stun; SR 24
Speed 40 ft.
Melee Bite +32 (2d6+13), 2 Claws +32 (1d8+13), Gore +32 (2d6+13)
Space 15 ft.; Reach 10 ft.
Special Attacks Heave, Impale, Shockwave, Thunderbolt
Spells Known (FC CL 18th, Concentration +22)
3rd (DC 17) – Thundara
6th (DC 20) – Flare
Str 36, Dex 20, Con 34, Int 6, Wis 18, Cha 8
Base Atk +18; CMB +31; CMD 46
Feats Alertness, Charge Through, Cleave, Improved Bull Rush, Improved Overrun, Multiattack, Power Attack, Toughness, Weapon Focus (Bite)
Skills Acrobatics +17, Climb +25, Perception +20, Survival +16
SQ Beatdown, Counter Magic
Whenever struck by a melee attack, as a counter attack, the behemoth will return one claw strike at 2d8+26 points of damage.
Counter Magic (Su)
Whenever struck by a spell, the behemoth will cast Flare as an immediate action as long as he has MP and is not unable to cast it like the status effect silence. This can only be used once per round.
Once every 1d4 rounds, the behemoth can throw a grabbed opponent of Large or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 2d6 points of falling damage, plus an additional 1d6 points of damage for each size category smaller than Large the opponent is (for example, a Medium-sized creature would be 1 category smaller than Large, & therefore would take 3d6 falling damage); this is a standard action that does not provoke attacks of opportunity.
When charging, a behemoth deals double damage with gore.
Once every 1d4 rounds, 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 pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 23) reduces damage by half, negates the status effect, and stops being pushed back. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
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. A successful Reflex save (DC 23) reduces the damage by half and negates the status effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).