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Dark Behemoth

Dark BehemothA subspecies of the ferocious behemoth. It has a violent disposition and has even been known to viciously attack others of its own kind. That same vicious strength is found in its charge attack which deals massive damage to any it hits. It fixates on its prey and will not relent in its pursuit until the hunt is completed.

Behemoth, Dark (CR 18)

XP 153,600
N Huge Magical Beast (Mini-Boss)
Init +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +23

DEFENSE

AC 36, touch 16; flat-footed 28 (+20 natural, +8 dex, -2 size)
hp 487 [600] (25d10+350)
mp 168
Fort +27, Ref +22, Will +13
DR 15/adamantine; Immune berserk, bleed, curse, daze, death effects, mind-affecting, nauseating, sickening, silence, stagger, stun; Resist ice/earth/lightning 20, shadow 10; SR 29

OFFENSE

Speed 40 ft.
Melee Bite +40 (2d8+16), 2 Claws +39 (1d10+16), Gore +39 (2d6+16)
Space 15 ft.; Reach 10 ft.
Special Attacks Heave, Impale, Magnitude 8, Shockwave, Thunderbolt
Special Abilities Mighty Guard II
Spells Known (FC CL 25th, Concentration +30)

3rd (DC 18) – Blizzara, Thundara
5th (DC 20) – Blizzaga, Thundaga
6th 
(DC 21) – Cometra, Flare
9th (DC 24) – Meteor, Ultima

STATISTICS

Str 42, Dex 26, Con 36, Int 6, Wis 20, Cha 8
Base Atk +25; CMB +43; CMD 61
Feats Alertness, Charge Through, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack (Claw and Bite), Improved OverrunMultiattack, Power Attack, Toughness, Vital Attack, Weapon Focus (Bite)
Skills Acrobatics +22, Climb +29, Perception +23, Survival +19
SQ Beatdown, Counter Magic, Death befalls Meteor

SPECIAL ABILITIES

Beatdown (Ex)

Whenever struck by a melee attack as a counter attack, the dark behemoth will return one claw strike at 2d10+32 points of damage.

Counter Magic (Su)

Whenever struck by a spell, the dark behemoth will cast Ultima 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.

Death befalls Meteor (Su)

Once a dark behemoth reaches below 0 health, the king behemoth calls forth a Meteor (DC 27 Reflex save) on who ever struck the killing blow.

Heave (Ex)

Once every 1d4 rounds, the dark 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 3d6 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 4d6 falling damage); this is a standard action that does not provoke attacks of opportunity.

Impale (Ex)

When charging, a dark 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 a successful Reflex save (DC 27) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).

Mighty Guard II (Su)

A dark behemoth can create a magical barrier around itself and its nearby allies, granting Protect II and Shell II that lasts 7 rounds. Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana DC DC 29).

Shockwave (Su)

Once every 1d2 rounds, 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 pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 27) 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).

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. A successful Reflex save (DC 27) 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).