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.
Behemoth, King (CR 16)
N Huge Magical Beast (Mini-Boss)
Init +7; Senses Darkvision 60 ft., low-light vision, scent; Perception +22
AC 33, touch 15; flat-footed 26 (+18 natural, +7 dex, -2 size)
hp 409  (21d10+294)
Fort +25, Ref +19, Will +12
DR 10/adamantine; Immune bleed, curse, daze, death effects, mind-affecting, nauseating, sickening, stagger, stun; Resist ice/earth/lightning 10, shadow 5; SR 27
Speed 40 ft.
Melee Bite +35 (2d6+15), 2 Claws +34 (1d10+15), Gore +34 (2d6+15)
Space 15 ft.; Reach 10 ft.
Special Attacks Heave, Impale, Shockwave, Thunderbolt
Special Abilities Mighty Guard
Spells Known (FC CL 21st, Concentration +26)
3rd (DC 18) – Blizzara, Thundara
5th (DC 20) – Blizzaga, Thundaga
6th (DC 21) – Cometra, Flare
9th (DC 24) – Meteor
Str 40, Dex 24, Con 36, Int 6, Wis 20, Cha 8
Base Atk +21; CMB +38; CMD 55
Feats Alertness, Charge Through, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack (Claw), Improved Overrun, Multiattack, Power Attack, Toughness, Weapon Focus (Bite)
Skills Acrobatics +20, Climb +27, Perception +22, Survival +18
SQ Beatdown, Counter Magic, Death befalls Meteor
Whenever struck by a melee attack as a counter attack, the king behemoth will return one claw strike at 2d10+30 points of damage.
Counter Magic (Su)
Whenever struck by a spell, the king behemoth will cast Meteor 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 king behemoth reaches below 0 health, the king behemoth calls forth a Meteor (DC 25 Reflex save) on who ever struck the killing blow. If silenced or berserk this affect does nothing.
Once every 1d3 rounds, the king 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.
When charging, a king behemoth deals double damage with horns.
Mighty Guard (Su)
A king behemoth can create a magical barrier around itself and its nearby allies, granting Protect and Shell that lasts 5 rounds. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).
Once every 1d3 rounds, 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 pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 25) 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 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. A successful Reflex save (DC 25) 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).