Behemoth

Behemoth                                                                        CR 13

XP 25600

N Gargantuan Animal (Aquatic)

Init +4; Senses Low-Light Vision, Scent, Keen Scent; Perception +0

DEFENSE
AC 27, touch 9, flat-footed 24 (-4 size, +3 dodge, +18 natural)

hp 152 (16d8+80)

Fort +17, Ref +12, Will +7

DR 10/Magic Immunities Stun Resist Cold 10

OFFENSE
Speed 80 ft., swim 160 ft.

Melee bite +23 (16d6+14/x3 plus 2d6 bleed)

Space 20 ft.; Reach 20 ft.

Special Attacks Swallow Whole (3d6+21, AC 19, 15 hp), Fast Swallow, Bleed (2d6), Grab (bite)

STATISTICS
Str 38, Dex 11, Con 20, Int 2, Wis 10, Cha 10

Base Atk +12; CMB +30 (+34 grapple); CMD 40 (44 vs. trip)

Feats Dodge, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Run, Skill Focus (Swim), Weapon Focus (bite)

Skills: Stealth +22, Swim +33

Languages Common

SQ Animal Traits, Amphibious, Swift Reactions

SPECIAL ABILITIES
Swallow Whole (Ex)

If a Behemoth begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take 3d6+21 bludgeoning damage each round. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is 15). A Behemoth's Stomach has 19 AC. If a swallowed creature cuts its way out, the Behemoth cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

Fast Swallow (Ex)

A Behemoth can use its 'Swallow Whole' ability at any time it has an opponent grappled as a free action, instead of just at the beginning of its turn.

Bleed (Ex)

When a Behemoth hits a target with its bite attack(s), it causes wounds that continue to bleed, dealing 2d6 damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.

Grab (Ex)

If a Behemoth hits with its bite attack(s), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size Gargantuan or smaller.

The Behemoth has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Animal Traits

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions.

-Low-light vision.

-Animals breathe, eat, and sleep.

Scent (Ex)

A Behemoth can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can detect opponents by sense of smell within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Amphibious (Ex)

A Behemoth has the aquatic subtype, but they can survive indefinitely on land.

Keen Scent (Ex)

A Behemoth can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can detect opponents by sense of smell within 180 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Swift Reactions (Ex)

A Behemoth moves and reacts much more swiftly than normal constructs. They gain 'Improved Initiative' and 'Lightning Reflexes' as bonus feats, and gain a +2 dodge bonus to AC.

ECOLOGY
Environment: Any Coast

Organization: Solitary

Treasure: None

Behemoths resemble killer whales with four stubby legs, and are ferocious predators with no fear of humans. Fortunately, these creatures are rare.

Behemoths are voracious carnivores. A behemoth requires 100 square miles or more of territory to obtain adequate prey. They defend this area fiercely, especially from their own species.

All behemoths prefer to ambush. Behemoths always attack the largest target in any group of living things.